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Alixan

10 Level (0/85000 XP for level-up) Feylost Background Dragonborn Race / Species / Heritage Chaotic Neutral Alignment
Sorcerer
Level 10
Hit Dice: 10/10
1d6+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
20
+5
79
Hit Points
+1
Initiative (DEX)
17
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Immunities: N/A / Vulnerabilities: N/A
Immunities & Vulnerabilities
Adv. Saving throws = N / A / Damage = Force
Resistances
Arcana +3 / History +3
/ Religion +3

Scribe
10 / 10
Sorcery Points
Stealth / (Due to Boots of Elvenkind)
Advantages
5 (+1 due to Ioun stone) /
Spell attack modifier = 1d20+12
Spell save DC = 20

Proficiency Bonus Increases
Spellcasting ...
+9 Attack mod
CHA Ability
+5 Abi Mod
17 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+1 Strength
+2 Dexterity
+7 Constitution
+3 Intelligence
+3 Wisdom
+10 Charisma
saving throws
+1 Acrobatics DEX
+2 Animal Handling WIS
+9 Arcana INT
+0 Athletics STR
+9 Deception CHA
+5 History INT
+2 Insight WIS
+5 Intimidation CHA
+2 Investigation INT
+6 Nature Feywild flora or fauna (adv) INT
+6 Arcana Feywild magic (adv) INT
skills
+2 Medicine WIS
+2 Nature INT
+2 Perception WIS
+5 Performance CHA
+13 Persuasion CHA
+5 Religion INT
+1 Sleight of Hand DEX
+5 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Breath Weapon +0 CON 2d10+4 force
 An exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Constitution (DC 15 = 8 + your Constitution modifier + your proficiency bonus). On a successful save, it takes half damage. Can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Chr modifier from Elemental Affinity (agreed with DM). Proficiency increases at lvl 13, DMG increases at lvl 11.
Dragon Wing (Light Crossbow) +8 DEX 1d8+3+1 piercing
 The Dragon Wing is a masterpiece of artistry and enchantment, meticulously fashioned to echo the expansive wings of a dragon. Its contours mirror the grace and potency inherent in these legendary creatures. Each detail of its craftsmanship has been meticulously considered, an homage to the esteemed draconic heritage that serves as the wellspring of its magic.
When wielded by a creature with a dragon ancestry, the Dragon Wing Crossbow becomes a conduit for their innate power, shifting its colour to harmonise with their origin. It also imbues any bolts it fires, or creates, with this resonant energy, infusing them with the very essence of their lineage. The crossbow evolves from a mere weapon into a representation of the bearer's connection to the might and mystique of dragons.

Abilities/Features:
  • You gain a +3 bonus to attack and damage rolls made with this magic weapon.
  • When you hit with an attack using this bow, the target takes an extra 2d8 force damage.
  • If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
  • Range 80/320
  • Loading
  • Two-handed
    Staff of Striking +7 STR 1d6+3 bludgeoning
     Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
    Staff of Striking (V) +7 STR 1d8+3 bludgeoning
     Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
    Codex Spy Blade (Dagger) +5 STR 1d4+1 piercing
     Designed with the intent to thrive within libraries, archives, and realms of knowledge, the Codex Spy Blade serves as a hidden ally for those who tread the path of espionage. It embodies the subtlety and sophistication required to navigate the shadows and extract secrets from the most guarded of places.
    The blade of the Codex Spy Blade is a work of precision, forged from the finest steel and honed to the delicate thickness of a single sheet of parchment. Its compact length makes it a masterful tool for delicate tasks, while the hilt showcases intricate detailing that bears testament to the artisan's skill.
    At the hilt's termination, a brilliant blue gemstone is nestled within the pommel, its multifaceted surface capturing and reflecting ambient light in an enchanting dance of colours. The gem's radiant azure hue evokes images of serene waters, lending an aura of elegance to the overall design. With the intent to disguise itself as a letter opener, the blade's finely honed edge serves equally well as a dagger, ready to address any need that arises.
    The leather sheathe, designed to resemble the spine of a tome, adds a final touch of sophistication to the artefact. Its sleek, refined lines make for effortless concealment and portability, while the juxtaposition of form and function embodies the very essence of the Codex Spy Blade.

    Abilities/Features:
    • You gain a +1 bonus to attack and damage rolls made with this magic weapon.
    • You can turn the blade into a compass that, while resting on your palm, points north.
    • You are proficient in and have advantage on Stealth checks.
    • While you have the weapon drawn, you can use a bonus action to cast each of the following once each between long rests without spending spell slots:
      Spell save DC’s are DC 16 or you spellcasting ability (whichever is higher).
    • Finesse
    • Light
    • thrown (range 20/60)
    Unarmed strike +0 STR 1 bludgeoning
     Basic attack
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Lightning Lure 1 action Self (15-foot radius) Instantaneous 2d8 V
     Notes:[Known Cantrip 1 of 6]
    Target must succeed on a Strength saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic) or be pulled up to 10 ft (if Larger or smaller) in a straight line toward you and then take lightning damage if it is within 5 ft of you. If creature is Large or smaller, pulled 10 ft closer. Proficiency increases at lvl 13, DMG increases at lvl 11.
    Mage Hand 1 action 30 ft 1 minute V, S
     Notes:[Known Cantrip 2 of 6]
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 ft away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 ft each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.
    Sword Burst 1 action Self (5 ft radius) Instantaneous 2d6+4 V
     Notes:[Known Cantrip 3 of 6]
    You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic) or take force damage. Proficiency increases at lvl 13, DMG increases at lvl 11.
    Mold Earth 1 action 30 ft Instantaneous or 1 hour S
     Notes:[Known Cantrip 4 of 6]
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 ft away. This movement doesn’t have enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Thunderclap 1 action Self (5 ft radius) Instantaneous 2d6 S
     Notes:[Known Cantrip 5 of 6]
    You create a burst of thunderous sound, which can be heard 100 ft away. Each creature other than you within 5 ft of you must make a Constitution saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, the creature takes thunder damage. Proficiency increases at lvl 13, DMG increases at lvl 11.
    Purple-Flame Weapon 1 action Self (5-foot radius) Instantaneous S, M
     Notes:[Known Cantrip 6 of 6]
    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the melee attack deals an extra 1d8+5 force damage (1d8 +Chr modifier from Elemental Affinity) to the target in addition to the weapon attack’s normal effects, and you can cause a purple fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes force damage equal to 1d8+12 (1d8 + your spellcasting ability modifier +Chr modifier from Elemental Affinity).
    DMG increases at lvl 11.
    Retconned to force damage as agreed with DM.
    Scrying 10 minutes Self Concentration, up to 10 minutes V, S, M
     Notes:
    • From 'Crystal Ball' - doesn't take a spell slot and spell save is Wisdom DC 18.
    • You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw (DC 18 = set by Crystal Ball), which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

      Knowledge | Save Modifier
      Secondhand (you have heard of the target) | +5
      Firsthand (you have met the target) | +0
      Familiar (you know the target well) | -5

      Connection | Save Modifier
      Likeness or picture | -2
      Possession or garment | -4
      Body part, lock of hair, bit of nail, or the like | -10

    • On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.
      On a failed save, the spell creates an invisible sensor within 10 ft. of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 ft. of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
    • Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.
    • . Proficiency increases at lvl 13.
    Light 1 action Cracked Driftglobe 1 hour V, M
     Notes:
    • From 'Cracked Driftglobe' - if you are within 60 feet of it, you can speak its command word cause it to emanate the Light spell.
    • Until the spell ends, the Cracked Driftglobe sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be coloured as you like. Completely covering the Cracked Driftglobe with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
    • If the Cracked Driftglobe is held by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
    Spell damage = Heal 3d6 three times per day
     Notes:From 'Bloodbound Relic'.
    Three times a day, when you harm a creature with magic, you can roll 3d6 and regain that many lost hit points.
    Transport via Plants V, S once per day
     Notes:From 'The Arboreal Keystone'.
    This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
    Fey Attunement 1 action 10 ft 1 round once per day
     Notes:From 'Crown of Sylvan Whispers'.
    The crown establishes a link with the fey realm allowing the wearer to perceive the whispers of nature and the ethereal voices of the fey, providing insights and secrets that may otherwise remain hidden.
    Once per day, the crown can be used to ask the Feywild (via the DM) three questions (at the same time or separately throughout the day) which the DM must answer as truthfully as possible within the context of the situation the adventurer finds themselves in. For example, this could include but is not limited to:
    • Help with a situation or a puzzle
    • Information about the requirements for a roll
    • Specific details about a creature
    • Details about a specific location or place
    Where possible, the DM should limit answers to 1 or 2 sentences. Should the DM feel that the question is a high profile one, they can request a nature check to allow the user to commune with higher fey spirits.
    Steel Wind Strike 1 action 30 ft Instantaneous 6d10+4+2 S, M once per battle
     Notes:From 'Harmony of Swords' via 'Dragon Harmonium Erhu'.
    You flourish the transformed erhu and then vanish to strike like the wind.
    Choose up to five creatures you can see within range. Make a melee spell attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic) against each target. On a hit, a target takes force damage.
    You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6+2 V, S
     Notes:[Known Spell 1 of 11]
    Spell Attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). Damage type based on one of the d8's (see description). If numbers the same, the chaotic energy leaps from the target to a different creature of your choice within 30 ft of it (reroll everything for new attack). If force damage is done, add 4 (charisma modifier). Proficiency increases at lvl 13.
    Burning Hands 1 action Self (15 ft cone) Instantaneous 3d6 V, S
     Notes:[Known Spell 2 of 11]
    Each creature in a 15-foot cone must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Proficiency increases at lvl 13.

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6+2 + V, S
     Notes:[Known Spell 1 of 11]
    Spell Attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). Damage type based on one of the d8's (see description). If numbers the same, the chaotic energy leaps from the target to a different creature of your choice within 30 ft of it (reroll everything for new attack). If force damage is done, add 4 (charisma modifier). Proficiency increases at lvl 13.
    Burning Hands 1 action Self (15 ft cone) Instantaneous 3d6 + V, S
     Notes:[Known Spell 2 of 11]
    Each creature in a 15-foot cone must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Proficiency increases at lvl 13.
    Snilloc's Snowball Swarm 1 action 90 ft Instantaneous 3d6 V, S, M
     Notes:[Known Spell 3 of 11]
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes half damage on a successful save. Proficiency increases at lvl 13.
    Wither and Bloom 1 action 60 ft Instantaneous 2d6 V, S, M
     Notes:[Known Spell 4 of 11]
    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic), taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. The number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. Proficiency increases at lvl 13.
    Scorching Ray 1 action 120 ft Instantaneous 2d6+2 V, S 1
     Notes:
    • From 'Circlet of Blasting' - once per day and doesn't take a spell slot.
    • You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
    • For each ray, make a ranged spell attack = 1d20+12+5 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic +5 from Circlet of Blasting).
      On a hit, the target takes fire damage.

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6+2 + V, S
     Notes:[Known Spell 1 of 11]
    Spell Attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). Damage type based on one of the d8's (see description). If numbers the same, the chaotic energy leaps from the target to a different creature of your choice within 30 ft of it (reroll everything for new attack). If force damage is done, add 4 (charisma modifier). Proficiency increases at lvl 13.
    Burning Hands 1 action Self (15 ft cone) Instantaneous 3d6 + V, S
     Notes:[Known Spell 2 of 11]
    Each creature in a 15-foot cone must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Proficiency increases at lvl 13.
    Snilloc's Snowball Swarm 1 action 90 ft Instantaneous 3d6 + V, S, M
     Notes:[Known Spell 3 of 11]
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes half damage on a successful save. Proficiency increases at lvl 13.
    Wither and Bloom 1 action 60 ft Instantaneous 2d6 + V, S, M
     Notes:[Known Spell 4 of 11]
    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic), taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. The number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. Proficiency increases at lvl 13.
    Psionic Blast 1 action Self (30-foot cone) Instantaneous 5d8+4 V
     Notes:[Known Spell 5 of 11]
    You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. +Chr modifier from Elemental Affinity. Proficiency increases at lvl 13.
    Major Image 1 action 120 ft Concentration, up to 10 minutes V, S, M
     Notes:[Known Spell 6 of 11]
    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image.

    Level 4 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6+2 + V, S
     Notes:[Known Spell 1 of 11]
    Spell Attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). Damage type based on one of the d8's (see description). If numbers the same, the chaotic energy leaps from the target to a different creature of your choice within 30 ft of it (reroll everything for new attack). If force damage is done, add 4 (charisma modifier). Proficiency increases at lvl 13.
    Burning Hands 1 action Self (15 ft cone) Instantaneous 3d6 + V, S
     Notes:[Known Spell 2 of 11]
    Each creature in a 15-foot cone must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Proficiency increases at lvl 13.
    Snilloc's Snowball Swarm 1 action 90 ft Instantaneous 3d6 + V, S, M
     Notes:[Known Spell 3 of 11]
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes half damage on a successful save. Proficiency increases at lvl 13.
    Wither and Bloom 1 action 60 ft Instantaneous 2d6 + V, S, M
     Notes:[Known Spell 4 of 11]
    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic), taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. The number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. Proficiency increases at lvl 13.
    Psionic Blast 1 action Self (30-foot cone) Instantaneous 5d8+4 + V
     Notes:[Known Spell 5 of 11]
    You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. +Chr modifier from Elemental Affinity. Proficiency increases at lvl 13.
    Raulothim's Psychic Lance 1 action 120 ft Instantaneous 7d6 V
     Notes:[Known Spell 7 of 11]
    You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. Proficiency increases at lvl 13.
    Polymorph 1 action 60 ft Concentration, up to 1 hour V, S, M
     Notes:[Known Spell 8 of 11]
    This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic) to avoid the effect. A shapechanger automatically succeeds on this saving throw.

    The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

    The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

    The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

    The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.

    LIST OF CREATURES

    Level 5 Spells 2 slots

    NAME AB CAST RNG DUR DMG CMP #
    Chaos Bolt 1 action 120 ft Instantaneous 2d8+1d6+2 + V, S
     Notes:[Known Spell 1 of 11]
    Spell Attack = 1d20+12 (your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). Damage type based on one of the d8's (see description). If numbers the same, the chaotic energy leaps from the target to a different creature of your choice within 30 ft of it (reroll everything for new attack). If force damage is done, add 4 (charisma modifier). Proficiency increases at lvl 13.
    Burning Hands 1 action Self (15 ft cone) Instantaneous 3d6 + V, S
     Notes:[Known Spell 2 of 11]
    Each creature in a 15-foot cone must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. Proficiency increases at lvl 13.
    Snilloc's Snowball Swarm 1 action 90 ft Instantaneous 3d6 + V, S, M
     Notes:[Known Spell 3 of 11]
    A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). A creature takes half damage on a successful save. Proficiency increases at lvl 13.
    Wither and Bloom 1 action 60 ft Instantaneous 2d6 + V, S, M
     Notes:[Known Spell 4 of 11]
    You invoke both death and life upon a 10-foot-radius sphere centered on a point within range. Each creature of your choice in that area must make a Constitution saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic), taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. Nonmagical vegetation in that area withers. In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier. The number of Hit Dice that can be spent and added to the healing roll increases by one for each slot above 2nd. Proficiency increases at lvl 13.
    Psionic Blast 1 action Self (30-foot cone) Instantaneous 5d8+4 + V
     Notes:[Known Spell 5 of 11]
    You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn’t pushed or knocked prone. +Chr modifier from Elemental Affinity. Proficiency increases at lvl 13.
    Raulothim's Psychic Lance 1 action 120 ft Instantaneous 7d6 + V
     Notes:[Known Spell 7 of 11]
    You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect. The target must make an Intelligence saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic). On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. Proficiency increases at lvl 13.
    Summon Draconic Spirit 1 action 60 ft Concentration, up to 1 hour V, S, M
     Notes:[Known Spell 9 of 11]
    • You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
    • The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
    • At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
    • Draconic Spirit sheet
    Enervation 1 action 60 ft Concentration, up to 1 minute 4d8 V, S
     Notes:[Known Spell 10 of 11]
    A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it.

    The target must make a Dexterity saving throw (DC 20 = 8 + your Charisma modifier + your proficiency bonus +2 from Bloodbound Relic).

    On a failed save:
    • The target takes necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically roll again and do that amount of damage to the target.
    On a successful save:
    • The target takes half damage, and the spell ends.

    The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you.
    Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.
    Bigby's Hand 1 action ft Concentration, up to 1 minute V, S, M
     Notes:[Known Spell 11 of 11]
    You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.
    The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0) - as this is an object, all other stats are N/A, it is immune to conditions and damage that can't effect an object, and it can't be a target of any spells that can't effect an object. The hand doesn’t fill its space.
    When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 ft. and then cause one effect with it as shown on its character sheet.

    Background


    Fey Mark


    Your skin sparkles in moonlight.

    Feywild Visitor


    Whenever you're sound asleep or in a deep trance during a long rest, a spirit of the Feywild might pay you a visit, if the DM wishes it. Determine the spirit's form by rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM's discretion. Such conversations are always conducted in a language you can understand, even if the Feywild visitor can't speak that language normally.

    d8 - Visitor
    1 --- Awakened creature (a Beast or an ordinary plant that has had the Awaken spell cast on it)
    2 --- Centaur
    3 --- Dryad
    4 --- Faerie Dragon
    5 --- Pixie
    6 --- Satyr
    7 --- Sprite
    8 --- Unicorn

    Feywild Connection


    Your mannerisms and knowledge of fey customs are recognized by natives of the Feywild, who see you as one of their own. Because of this, friendly Fey creatures are inclined to come to your aid if you are lost or need help in the Feywild.

    Race


    Gem Ancestry


    You trace your ancestry to an Amethyst Gem dragon.

    Breath Weapon


    When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus).

    On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry (Force). On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Draconic Resistance


    You have resistance to the damage type associated with your Gem Ancestry (Force).

    Psionic Mind


    You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.

    Gem Flight


    Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

    Class


    Sorcerous Origin


    Draconic Bloodline

    Font of Magic


    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

    • Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

    • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.

      • Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.

      • Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

    Creating Spell Slots


    Spell Slot Level <> Sorcery Point Cost
    1st = 2
    2nd = 3
    3rd = 5
    4th = 6
    5th = 7

    Metamagic


    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.

    Magical Guidance (Optional)


    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Sub-Class


    Dragon Ancestor


    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    Amethyst = Force (agreed with DM)

    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Draconic Resilience


    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

    Elemental Affinity
    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to all damage rolls of this this type. At the same time, you can spend 1 sorcery point to gain more resistance to that damage type for 1 hour.
    Slight retcon as agreed with DM

    Features & Traits

    Equipped/Accessible items


    Armour:
    Robe of the Summer Eladrin:
    Made of silk inlaid with decorative wooden panels, +2 AC.
    Gloves of Missile Snaring:
    These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10+1 (your Dexterity modifier), provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

    Crown of Sylvan Whispers:
    Abilities/Features:
    • Eloquence of the Fey
      This headpiece enhances your innate charm and presence. While wearing the Crown of Sylvan Whispers, your Charisma score is increased by +2.

    • Fey Protection
      This head piece grants +2 to your AC and Wisdom saving throws. This increases to +3 when in the Feywild or against the effects of fey creatures.

    • Fey Attunement
      The crown establishes a link with the fey realm allowing the wearer to perceive the whispers of nature and the ethereal voices of the fey, providing insights and secrets that may otherwise remain hidden.

      Once per day, the crown can be used to ask the Feywild (via the DM) three questions (at the same time or separately throughout the day) which the DM must answer as truthfully as possible within the context of the situation the adventurer finds themselves in. For example, this could include but is not limited to:
      • Help with a situation or a puzzle

      • Information about the requirements for a roll

      • Specific details about a creature

      • Details about a specific location or place

      Where possible, the DM should limit answers to 1 or 2 sentences. Should the DM feel that the question is a high profile one, they can request a nature check to allow the user to commune with higher fey spirits.

    • Sylvan Tongue
      The crown's enchantment grants the wearer the ability to converse with creatures of the fey realm. By donning the crown and focusing their intent, the sorcerer can understand and communicate in Sylvan.

    • Nature's Insight
      The crown's fey magic enhances the sorcerer's connection to the natural world. It bestows advantage on checks related to understanding flora, fauna, and magical energies relating to the Feywild.

    • Emotional Influence
      The aura subtly influences the emotions of those nearby. It doesn't control or manipulate emotions directly but rather enhances certain emotional states. For instance, individuals may feel a heightened sense of curiosity, fascination, or even joy when in the presence of the sorcerer wearing the crown, making individuals more receptive and friendly towards the wearer giving proficiency on Persuasion checks.

    Weapons: Staff of Striking, 2x Dagger, Dragon Wing (Light Crossbow)
    Consumables: 1x Potion of Healing (Common, 2d4+2 ) & 3x Superior healing potion ( 8d4+8 )
    Tools: Dragon Harmonium Erhu (Instrument)
    Ioun Stones: Leadership (+2 CHA), Mastery (PROF +1), Regeneration (+15 HP per hour), Language Knowledge (Fluent in Abyssal)
    Other:Ring of Lesser Invisibility (based on Ring of Invisibility but shimmer of wearer visible), Ring of Protection, Boots of Elvenkind (non-functioning), Circlet of Blasting, Cracked Driftglobe, Arboreal Keystone (cast Transport via Plants once per day), Cloak of the Mistwalker (spend a bonus action to teleport up to 30 ft. to an unoccupied space without provoking opportunity attacks +move natural mist, fog and cloud), Bloodbound Relic Arcane focus (+2 bonus to spell attack and damage rolls and spell save DC’s + three times a day, when you harm a creature with magic, you can roll 3d6 and regain that many lost hit points)
    Feylost:
    • an erhu (musical instrument)

    • a set of traveler's clothes

    • three trinkets:

      • a small box filled with different-sized buttons

      • a small packet filled with pink dust

      • a gold monocle frame without the lens

    • a pouch containing 8gp

    Explorer's pack's pack:
    • a backpack

    • a bedroll

    • a mess kit

    • a tinderbox

    • 10 torches

    • 10 days of rations

    • 50 ft of hempen rope

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 38, Platinum: 0 Money

    Cantrips Known


    6

    Spells Known


    11

    Spell save DC


    8 + Charisma modifier + Proficiency bonus +2 from Bloodbound Relic

    Spell attack modifier


    Charisma modifier + Proficiency bonus +2 from Bloodbound Relic
    Spellcasting
    Armour: None
    Weapons: Daggers***, darts***, slings***, quarterstaffs***, light crossbows***
    Tools: Erhu*
    Languages: Common**, Draconic****, Sylvan*****, Gnomish*, Elvish**, Abyssal*****

    *Background
    **Race
    ***Class
    ****Sub-Class
    *****Item

    Languages & Proficiencies
    I live by my own set of weird and wonderful rules.

    Personality Traits
    Wanderlust. I prefer to take the less traveled path. (Chaotic)

    Ideals
    I do what I can to protect the natural world.

    Bonds
    I'm forgetful. Sometimes I can't remember even the simplest things.

    Flaws
    Background: Feylost
    Race: Dragonborn
    Class: Sorcerer


    Dragon Harmonium Erhu (Instrument)


    Wondrous item (erhu), very rare (requires attunement)

    The Dragon Harmonium Erhu embodies both elegance and mystique. Its body is meticulously carved from the shimmering tooth of a gem dragon, an exquisite material that shimmers with iridescent hues as light dances upon its surface. The instrument's form echoes the serpentine grace of its creator, with intricate details tracing the contours of the dragon's anatomy. The strings, tuned to the harmonies of both the natural and mystical worlds, seem to vibrate with anticipation at the slightest touch.

    When you play the Dragon Harmonium Erhu, weaving a specific combination of melodies and tunes, the harmonics you evoke have the power to manifest various effects.

    Abilities/Features:


    The following harmonies can be played using an action:

    • Harmony of Elements
      By playing a certain harmony at different pitches, you can control the elements for as long as you keep playing:

      • Earth - Raise the 5 ft of earth/stone you’re standing on and move it up to 100 ft in any direction.

      • Fire - Ignite small objects within 10 ft of you.

      • Wind - Use gusts of wind to push small objects within 10 ft away from you. You can also put out fires in this way.

      • Water - Change the directional flow or form of small bodies of water (max coverage 30 ft squared).


    • Harmony of Shadows
      Evoke a shadowy melody to weave three illusory duplicates of yourself in your space for as long as you play this melody. The duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

      Each time a creature targets you with an attack whilst playing this harmony, roll 1d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

      If an illusory duplicate is hit or you stop playing, it disappears.


    • Harmony of Silence
      You play a tune that creates a zone of silence which lasts for 3 turns, during which, no sound can be created within or pass through a 20 ft radius of you.

      Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


    • Harmony of Swords (once per battle)
      Your melody transforms your Erhu into a magic sword (you are proficient with) for this turn, which then is used to cast Steel Wind Strike.

    • Harmony of Vitality (up to three times per battle)
      The music of the Dragon Harmonium Erhu resonates with a soothing melody, weaving a harmonious tapestry of restoration and vitality.

      Roll 1d10+10 . Allocate the number rolled as hit points, distributing them as you see fit, between yourself and any creatures within a 50-foot radius of your choice.

    Notes
    Alixan's story is one of a Feylost Dragonborn Sorcerer, caught between two worlds with no knowledge of where his parents are, he seeks to reconcile the memories of his past with the enchanting present. Guided by his bond with the natural world and his understanding of its creatures, he strives to harness his unique magic to uncover the truths that lie beneath the veil of his forgotten origins. And so, he journeys forth, a being of both Feywild and material realm, destined to leave an indelible mark on the realms he touches and the creatures he befriends.

    Backstory
    Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    Seeking Spell
    If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
    You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

    Extra benefit:
    Elemental Affinity
    You can spend 1 sorcery point to gain immunity to force damage for 1 hour.

    Metamagic


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e PHB

    Crossbow, Light

    Weapon

    Common

    Ammunition, Loading, Two-Handed

    Ammunition
    You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
    Loading
    Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    Range
    A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Simple Ranged 1d8 Piercing 80/320 ft

    Cost: 25gp
    Weight: 5 lb

    DnD 5e SRD

    Staff of Striking

    Weapon Magical,Versatile Very Rare (this item requires attunement)

    This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.   The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.   Found On: Magic Item Table H Source: DMG, page 203

    Type Damage Damage Range Properties
    Simple Melee 1d6+3 / 1d8+3 Bludgeoning Magical,Versatile

    Weight: 4lb


     

    DnD 5e PHB

    Quarterstaff

    Weapon

    Common

    Versatile

    Versatile
    This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

    Cost: 2sp
    Weight: 4 lb

    DnD 5e PHB

    Dagger

    Weapon

    Common

    Finesse, light, thrown

    Finesse
    When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
    Light
    A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
    Range
    A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Thrown
    If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

    Type Damage Damage Range
    Simple Melee 1d4 Piercing 20/60 ft

    Cost: 2gp
    Weight: 1 lb

    DnD DMG

    Amulet of Proof against Detection and Location

    Wondrous Item

    Uncommon Requires Attunement

    While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.


    DnD 5e

    Boots of Elvenkind

    Wondrous Item

    Uncommon

    While you wear these boots, your steps make no sound regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) check the rely on moving silently.

    Boots that look to be made of leaves, but it is leather painted to look like it. Hand painted details the cover the boots look like tree branches.

    Cost: 12 GP
    Weight: 2 lbs

    Potion of Healing

    Potion

    Common

    A character who drinks the magical red fluid in this vial regains 2d4+2 hit points.

    D&D Beyond


    Weight: 1/2 lb

    Potion of Greater Healing

    Potion

    Uncommon

    A character who drinks the magical red fluid in this vial regains 4d4+4 hit points.

    D&D Beyond


    Weight: 1/2 lb

    The statblocks of your class features

    Sorcerer

    Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
    You must have a Charisma score of 13 or higher in order to multiclass in or out of this class.

    For the Sorcerer Spell list, press this link
    hit dice: 1d6
    hit points at 1st level: 6 + Constitution Modifier
    hit points at higher levels: 1d6 (or 4) + Constitution Modifier
    armor proficiencies: none
    weapon proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows
    tools: none
    saving throws: Constitution, Charisma
    skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
    starting equipment:
    you start with the following equipment, in addition to the equipment granted by your background:

    • (a) a light crossbow and 20 bolts or (b) any simple weapon

    • (a) a component pouch or (b) an arcane focus

    • (a) a dungeoneer's pack or (b) an explorer's pack

    • Two daggers


    spellcasting:
    An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

    Cantrips

    At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

    Spell Slots

    The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

    Spells Known of 1st Level and Higher

    You know two 1st-level spells of your choice from the sorcerer spell list.

    The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

    Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
    Spell Attack Modifer = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your sorcerer spells.
    class features:
    The Sorcerer Spell Slots Per Level
    Levels Proficiency Bonus Sorcery Points Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 +2 1 Spellcasting, Sorcerous Origin 4 2 2 - - - - - - - -
    2 +2 2 Font of Magic 4 3 3 - - - - - - - -
    3 +2 3 Metamagic 4 4 4 2 - - - - - - -
    4 +2 4 Ability Score Improvement, Sorcerous Versatility (Optional) 5 5 4 3 - - - - - - -
    5 +3 5 Magical Guidance (Optional) 5 6 4 3 2 - - - - - -
    6 +3 6 Sorcerous Origin feature 5 7 4 3 3 - - - - - -
    7 +3 7 - 5 8 4 3 3 1 - - - - -
    8 +3 8 Ability Score Improvement, Sorcerous Versatility (Optional) 5 9 4 3 3 2 - - - - -
    9 +4 9 - 5 10 4 3 3 3 1 - - - -
    10 +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
    11 +4 11 - 6 12 4 3 3 3 2 1 - - -
    12 +4 12 Ability Score Improvement, Sorcerous Versatility (Optional) 6 12 4 3 3 3 2 1 - - -
    13 +5 13 - 6 13 4 3 3 3 2 1 1 - -
    14 +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 - -
    15 +5 15 - 6 14 4 3 3 3 2 1 1 1 -
    16 +5 16 Ability Score Improvement, Sorcerous Versatility (Optional) 6 14 4 3 3 3 2 1 1 1 -
    17 +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
    18 +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
    19 +6 19 Ability Score Improvement, Sorcerous Versatility (Optional) 6 15 4 3 3 3 3 2 1 1 1
    20 +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

    Sorcerous Origin

      Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

    Font of Magic

    At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
    • Sorcery Points:You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
    • Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels

      1)Creating Spell Slots: You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
      2)Creating Spell Slots:You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
    Creating Spell Slots Chart
    Spell Slot per Level Sorcery Point Cost
    1st 2
    2nd 3
    3rd 5
    4th 6
    5th 7

    Metamagic

    At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
    • Careful Spell : When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

    • Distant Spell : When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch,

      you can spend 1 sorcery point to make the range of the spell 30 feet.

    • Empowered Spell : When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

      You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

    • Extended Spell : When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    • Heightened Spell : When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

    • Quickened Spell : When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    • Seeking Spell : If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
      ou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell

    • Subtle Spell : When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    • Transmuted Spell : When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

    • Twinned Spell : When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Sorcerous Versatility (Optional)

    When you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, representing the magic within you flowing in new ways:
    • Replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
    • Replace one cantrip you learned from this class' spellcasting feature with another cantrip from the sorcerer spell list.

    Magical Guidance (Optional)

    When you reach 5th level, you can tap into your inner wellspring of magic to try and conjure success from failure. When you make an ability check that fails, you can spend 1 sorcery point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

    Sorcerous Restoration

    At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.
    subclass options:

    Sorcerous Origin

    Abberant Mind
    An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical energy of the multiverse. Will this power shine from you as a hopeful beacon to others? Or will you be a source of terror to those who feel the stab of your mind and witness the strange manifestations of your might?

    As an Aberrant Mind sorcerer, you decide how you acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power.

    Psionic Spells

    Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

    Telepathic Speech

    Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

    The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

    Psionic Sorcery

    Beginning at 6th level, when you cast any spell of 1st level or higher from your Psionic Spells feature, you can cast it by expending a spell slot as normal or by spending a number of sorcery points equal to the spell's level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.

    Psychic Defenses

    At 6th level, you gain resistance to psychic damage, and you have advantage on saving throws against being charmed or frightened.

    Revelation in Flesh

    • Beginning at 14th level, you can unleash the aberrant truth hidden within yourself. As a bonus action, you can spend 1 or more sorcery points to magically transform your body for 10 minutes. For each sorcery point you spend, you can gain one of the following benefits of your choice, the effects of which last until the transformation ends:
    • You can see any invisible creature within 60 feet of you, provided it isn't behind total cover. Your eyes also turn black or become writhing sensory tendrils.
    • You gain a flying speed equal to your walking speed and can hover. As you fly, your skin glistens with mucus or shines with an otherworldly light.
    • You gain a swimming speed equal to twice your walking speed, and you can breathe underwater. Moreover, gills grow from your neck or fan out from behind your ears, your fingers become webbed, or you grow writhing cilia that extend through your clothing.
    • Your body, along with any equipment you are wearing or carrying, becomes slimy and pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled.


    Warping Implosion

    At 18th level, You can unleash your aberrant power as a space-warping anomaly. As an action, you can teleport to an unoccupied space you can see within 120 feet of you. Immediately after you disappear, each creature within 30 feet of the space you left must make a Strength saving throw. On a failed save, a creature takes 3d10 force damage and is pulled straight toward the space you left, ending in an unoccupied space as close to your former space as possible. On a successful save, the creature takes half as much damage and isn't pulled.

    Once you use this feature, you can't do so again until you finish a long rest, unless you spend 5 sorcery points to use it again.
    Clockwork Soul
    The cosmic force of order has suffused you with magic. That power arises from Mechanus or a realm like it-a plane of existence shaped entirely by clockwork efficiency. You, or someone from your lineage, might have become entangled in the machinations of the modrons, the orderly beings who inhabit Mechanus. Perhaps your ancestor even took part in the Great Modron March. Whatever its origin within you, the power of order can seem strange to others, but for you, it is part of a vast and glorious system.

    Clockwork Magic

    You learn additional spells when you reach certain levels in this class, as shown on the Clockwork Spells table. Each spell counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. These spells can’t be replaced when you gain a level in this class

    Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a transmutation spell from the sorcerer, warlock, or wizard spell list.
    In addition, consult the Manifestations of Order table and choose or randomly determine a way your connection to order manifests while you are casting any of your sorcerer spells.

    Restore Balance

    Starting at 1st level, your connection to the plane of absolute order allows you to equalize chaotic moments. When a creature you can see within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage and disadvantage.

    You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Bastion of Law

    Starting at 6th level, you can tap into the grand equation of existence to imbue a creature with a shimmering shield of order. As an action, you can expend 1 to 5 sorcery points to create a magical ward around yourself or another creature you can see within 30 feet of you. The ward lasts until you finish a long rest or until you use this feature again.

    The ward is represented by a number of d8s equal to the number of sorcery points spent to create it. When the warded creature takes damage, it can expend a number of those dice, roll them, and reduce the damage taken by the total rolled on those dice.

    Trance of Order

    Starting at 14th level, you gain the ability to align your consciousness to the endless calculations of Mechanus. As a bonus action, you can enter this state for 1 minute. For the duration, attack rolls against you can't benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a roll of 9 or lower on the d20 as a 10.

    Once you use this bonus action, you can't use it again until you finish a long rest, unless you spend 5 sorcery points to use it again.

    Clockwork Cavalcade

    • At 18th level, you summon spirits of order to expunge disorder around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like modrons or other constructs of your choice. The spirits are intangible and invulnerable, and they create the following effects within the cube before vanishing:
    • The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
    • Any damaged objects entirely in the cube are repaired instantly.
    • Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
    Once you use this action, you can’t use it again until you finish a long rest, unless you spend 7 sorcery points to use it again.
    Draconic Bloodline
    Your innate magic comes from draconic magic that was mingled with your blood or that of your ancestors. Most often, sorcerers with this origin trace their descent back to a mighty sorcerer of ancient times who made a bargain with a dragon or who might even have claimed a dragon parent. Some of these bloodlines are well established in the world, but most are obscure. Any given sorcerer could be the first of a new bloodline, as a result of a pact or some other exceptional circumstance.

    Dragon Ancestor

    At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
    You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

    Draconic Resilience

    As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

    Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren't wearing armor, your AC equals 13 + your Dexterity modifier.

    Elemental Affinity

    Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, add your Charisma modifier to that damage. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.

    Dragon Wings

    At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

    You can't manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

    Draconic Presence

    Beginning at 18th level, you can channel the dread presence of your dragon ancestor, causing those around you to become awestruck or frightened. As an action, you can spend 5 sorcery points to draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), each hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
    Divine Soul
    Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers within the soul. Having such a blessed soul is a sign that your innate magic might come from a distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic.

    A Divine Soul, with natural magnetism, is seen as a threat by some religious hierarchies. As an outsider who commands celestial power, these sorcerers can undermine the existing order by claiming a direct tie to the divine. In some cultures, only those who can claim the power of a Divine Soul may command religious power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved over generations.

    Divine Magic

    Your link to the divine allows you to learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.

    In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn't count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a spell from the cleric spell list.


    Favored by the Gods

    Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.

    Once you use this feature, you can’t use it again until you finish a short or long rest.

    Empowered Healing

    Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren't incapacitated. You can use this feature only once per turn.

    Angelic Form

    Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action.

    The affinity you chose for your Divine Magic feature determines the appearance of the spectral wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for neutrality.

    Unearthly Recovery

    At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you have fewer than half of your hit points remaining, you can regain a number of hit points equal to half your hit point maximum.

    Once you use this feature, you can’t use it again until you finish a long rest.
    Shadow Magic
    ou are a creature of shadow, for your innate magic comes from the Shadowfell itself. You might trace your lineage to an entity from that place, or perhaps you were exposed to its fell energy and transformed by it.

    The power of shadow magic casts a strange pall over your physical presence. The spark of life that sustains you is muffled, as if it struggles to remain viable against the dark energy that imbues your soul.

    Shadow Sorcerer Quirks

    At your option, you can pick from or roll on the Shadow Sorcerer Quirks table to create a quirk for your character.

    Eyes of the Dark

    From 1st level, you have darkvision with a range of 120 feet.

    When you reach 3rd level in this class, you learn the Darkness spell, which doesn't count against your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness created by the spell.

    Strength of the Grave

    Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

    After the saving throw succeeds, you can't use this feature again until you finish a long rest.

    Hound of III Omen

    • At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. As a bonus action, you can spend 3 sorcery points to summon a hound of ill omen to target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics, with the following changes:
    • The hound is size Medium, not Large, and it counts as a monstrosity, not a beast.
    • It appears with a number of temporary hit points equal to half your sorcerer level.
    • It can move through other creatures and objects as if they were difficult terrain. The hound takes 5 force damage if it ends its turn inside an object
    • At the start of its turn, the hound automatically knows its target’s location. If the target was hidden, it is no longer hidden from the hound.
    The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll initiative for the hound. On its turn, it can move only toward its target by the most direct route, and it can use its action only to attack its target. The hound can make opportunity attacks, but only against its target. Additionally, while the hound is within 5 feet of the target, the target has disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes.

    Shadow Walk

    At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

    Umbral Form

    Starting at 18th level, you can spend 6 sorcery points as a bonus action to transform yourself into a shadowy form. In this form, you have resistance to all damage except force and radiant damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

    You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
    Storm Sorcery
    our innate magic comes from the power of elemental air. Many with this power can trace their magic back to a near-death experience caused by the Great Rain, but perhaps you were born during a howling gale so powerful that folk still tell stories of it, or your lineage might include the influence of potent air creatures such as vaati or djinn. Whatever the case, the magic of the storm permeates your being.

    Storm sorcerers are invaluable members of a ship's crew. Their magic allows them to exert control over wind and weather in their immediate area. Their abilities also prove useful in repelling attacks by sahuagin, pirates, and other waterborne threats

    Wind Speaker

    The arcane magic you command is infused with elemental air. You can speak, read, and write Primordial. Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.

    Tempestuous Magic

    Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

    Heart of the Storm

    At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

    Storm Guide

    At 6th level, you gain the ability to subtly control the weather around you.

    If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

    If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

    Storm's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

    Wind Soul

    At 18th level, you gain immunity to lightning and thunder damage.

    You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can't do so again until you finish a short or long rest.
    Wild Magic
    Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.

    Wild Magic Surge

    Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.

    Tides of Chaos

    Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
    Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.

    Bend Luck

    Starting at 6th level, you have the ability to twist fate using your wild magic. When another creature you can see makes an attack roll, an ability check, or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty (your choice) to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

    Controlled Chaos

    At 14th level, you gain a modicum of control over the surges of your wild magic. Whenever you roll on the Wild Magic Surge table, you can roll twice and use either number.

    Spell Bombardment

    Beginning at 18th level, the harmful energy of your spells intensifies. When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn
    .
    Pyromancer
    Your innate magic manifests in fire. You are your fire, and your fire is you.

    Although this Sorcerous Origin was created for MTG, it is not tied to a specific setting or story, meaning its flavor is open to any setting and story. Regardless, ask your DM before using it.

    HB You could easily create mages of other elements by swapping out the Pyromancer's fire damage and fire resistance for damage and resistance of other elements. For instance, you could create a cryomancer by replacing fire with cold, or an electromancer by replacing fire with lightning. As always, ask your DM before doing so.

    Heart of Fire

    At 1st level, whenever you start casting a spell of 1st level or higher that deals fire damage, fiery magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take fire damage equal to half your sorcerer level (minimum of 1).

    Fire in the Veins

    At 6th level, you gain resistance to fire damage. In addition, spells you cast ignore resistance to fire damage.

    Pyromancer's Fury

    Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal fire damage to the attacker. The damage equals your sorcerer level, and ignores resistance to fire damage.

    Fiery Soul

    At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.
    Rune Child (Matthew Mercer, Unofficial Homebrew
    The weave and flow of magic is mysterious and feared by many. Many study the nature of the arcane in hopes of learning to harness it, while sorcerers carry innate talent to sculpt and wield the errant strands of power that shape the world. Some sorcerers occasionally find their body itself becomes a conduit for such energies, their flesh collecting and storing remnants of their magic in the form of natural runes. These anomalies are known in erudite circles as rune children.

    The talents of a rune child are rare indeed, and many are sought after for study by mages and scholars alike, driven by a prevalent belief that the secrets within their body can help understand many mysteries of the arcane. Others seek to enslave them, using their bodies as tortured spell batteries for their own diabolic pursuits. Their subjugation throughout history has driven the few that exist this day into hiding their essence – a task that is not easy, given the revealing nature of their gifts.

    Essence Runes

    At 1st level, your body has begun to express your innate magical energies as natural runes that hide beneath your skin. You begin with 1 Essence Rune, and gain an additional rune whenever you gain a level in this class. Runes can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

    At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of essence runes glow with stored energy, becoming charged runes. If you expend a charged rune to use one of your Runechild features, it returns to being an inert essence rune.

    As a bonus action, you may spend any number of sorcery points to convert an equal number of essence runes into charged runes. If you have no sorcery points and no charged runes, you can convert a single essence rune into a charged rune as an action.

    If you have 5 or more charged runes, you emit bright light in a 5 foot radius and dim light for an additional 5 feet. Any charged runes revert to inert essence runes after you complete a long rest.

    Glyphs of Aegis

    Beginning at 1st level, you can release the stored arcane power within your runes to absorb or deflect threatening attacks against you. Whenever you take damage from an attack, hazard, or spell, you can use a reaction to expend any number of charged runes, rolling 1d6 per charged rune. You subtract the total rolled from the damage inflicted by the attack, hazard, or spell.

    At 6th level, you can use an action to expend a charged rune, temporarily transferring a Glyph of Aegis to a creature you touch. A creature can only hold a single glyph, and it lasts for 1 hour, or until the creature is damaged by an attack, hazard, or spell. The next time that creature takes damage from any of those sources, roll 1d6 and subtract the number rolled from the damage roll. The glyph is then lost.

    Sigilic Augmentation

    Upon reaching 6th level, you can channel your runes to temporarily bolster your physical capabilities. You can expend a charged rune as a bonus action to enhance either your Strength, Dexterity, or Constitution, granting you advantage on ability checks with the chosen ability score until the start of your next turn. You can choose to maintain this benefit additional rounds by expending a charged rune at the start of each of your following turns.

    Manifest Inscriptions

    At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can expend a charged rune to cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

    Runic Torrent

    Upon reaching 14th level, you can channel your stored runic energy to instill your spells with overwhelming arcane power, bypassing even the staunchest defenses. Whenever you cast a spell, you can expend a number of charged runes equal to the spell’s level to allow it to ignore any resistance or immunity to the spell’s damage type the targets may have.

    Arcane Exemplar Form

    Beginning at 18th level, you can use a bonus action and expend 6 or more charged runes to temporarily become a being of pure magical energy. This new form lasts for 3 rounds plus 1 round for each charged rune expended over 6. While you are in your exemplar form, you gain the following benefits:
    • You have a flying speed of 40 feet.
    • Your spell save DC is increased by 2.
    • You have resistance to damage from spells.
    • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

    Statblocks for your familiars, mounts etc.

    Scribe

    4 Level (0/6500 XP for level-up) Background Mimic Race / Species / Heritage True Neutral Alignment
    Mimic
    Level 4
    Hit Dice: 4/4
    1d8+1 Class 1

    STR
    9
    -1
    DEX
    10
    +0
    CON
    13
    +1
    INT
    19
    +4
    WIS
    15
    +2
    CHA
    11
    +0
    91
    Hit Points
    +0
    Initiative (DEX)
    12
    Armor Class (AC)
    +2
    Prof. Bonus
    10 ft.
    Speed (walk/run/fly)
    12
    Passive Perception
    Conditions: Prone
    / Damage: Acid

    Immunities
    Conditions: None
    / Damage: Fire

    Vulnerabilities
    +4 Expertise Bonus
    +2 Proficiency Bonus
    -1 Strength
    +0 Dexterity
    +1 Constitution
    +6 Intelligence
    +4 Wisdom
    +0 Charisma
    saving throws
    +0 Acrobatics DEX
    +2 Animal Handling WIS
    +7 Arcana INT
    -1 Athletics STR
    +3 Deception CHA
    +7 History INT
    +2 Insight WIS
    +0 Intimidation CHA
    +4 Investigation INT
    skills
    +2 Medicine WIS
    +4 Nature INT
    +2 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +7 Religion INT
    +0 Sleight of Hand DEX
    +4 Stealth DEX
    +2 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Bite +4 STR
     
    • Melee Weapon Attack: reach 5 ft., one target.
    • 1d8+2 piercing damage plus 2d8 acid damage.
    Attacks
    Shapechanger. The mimic can use its action to polymorph into any book or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

    Adhesive (Object Form Only). The mimic adheres to anything that touches it. A creature which picks up the mimic can’t be disarmed of it unless it succeeds in a DC 9 Strength check, made with disadvantage. The mimic can only adhere to one creature at a time. The mimic has advantage on attack rolls against any creature adhered to it.

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary weapon.

    Wield (Object Form Only). Can be wielded. If wielded, the mimic takes its turn after the wielder (even if the wielder is unconscious) and can take the following actions:
    • Attack

    • Cast a spell

    • Disengage

    • Dodge

    • Use an object (amorphous form only)

    Whilst this book is wielded, add the following to the wielder’s skill checks:
    • Arcana +3

    • History +3

    • Religion +3

    You can also store 3 unused spell slots each long rest and add these to your pool for the following day.

    Bargain of Opportunity (When wielded). Before each of its turns, the wielder must roll a Charisma Saving Throw (DC 12) - depending on how well the mimic is looked after, the GM may decide that this is done at advantage or disadvantage.

    On a pass, the mimic acts in a way that benefits the wielder. On a fail, the mimic bites the wielder.

    Innate Spellcasting


    The mimic’s innate spellcasting ability is Intelligence (spell save DC 16, d20+6 to hit with spell attacks).

    Critical Hit (When wielded). When you score a critical hit with a magic spell attack or the target rolls a critical fail on their saving throw, the target takes an extra 2d8 acid damage.

    It can innately cast the following spells, requiring no material components:




    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Senses: Darkvision 60 ft., passive Perception 12
    Languages: can read, write (in itself), and understand Common, but can’t speak.

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Devourer's Chaos Steed

    6 Level (0/23000 XP for level-up) Summon Background Defined by DM based on plane/environments/circumstance Race / Species / Heritage Alignment
    Steed
    Level 6
    Hit Dice: 6/6
    1d0+5 Class 1

    STR
    22
    +6
    DEX
    16
    +3
    CON
    20
    +5
    INT
    10
    +0
    WIS
    10
    +0
    CHA
    6
    -2
    150
    Hit Points
    +3
    Initiative (DEX)
    15
    Armor Class (AC)
    +3
    Prof. Bonus
    60 ft. walking / flying / hovering / burrowing / climbing / swimming (dependent on appendages)
    Speed (walk/run/fly)
    10
    Passive Perception
    charmed, frightened / + others dependent on its form
    Immunities
    dependent on its form /
    Resistances
    +6 Expertise Bonus
    +3 Proficiency Bonus
    +6 Strength
    +3 Dexterity
    +5 Constitution
    +0 Intelligence
    +0 Wisdom
    -2 Charisma
    saving throws
    +3 Acrobatics DEX
    +0 Animal Handling WIS
    +0 Arcana INT
    +6 Athletics STR
    -2 Deception CHA
    +0 History INT
    +0 Insight WIS
    -2 Intimidation CHA
    +0 Investigation INT
    skills
    +0 Medicine WIS
    +0 Nature INT
    +0 Perception WIS
    -2 Performance CHA
    -2 Persuasion CHA
    +0 Religion INT
    +3 Sleight of Hand DEX
    +3 Stealth DEX
    +0 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Attacks

    Devourer's Boon


    The Devourer's Chaos Steed is bound to it’s summoner once they consume the heart of a previously slain Devourer's Chaos Steed creature.

    The steed can be summoned once per day using an action by the summoner which will cause them to vomit up a goo like liquid which then takes form in an empty space next to the summoner.

    It exists for 4 hours each day, after which it returns to goo and gets absorbed back in to the summoners mouth. Alternatively, it can be dismissed using an action and get absorbed in the same way.

    If slain, the Devourer's Chaos Steed can be reborn as someone else's mount if they consume the heart of the slain creature, but never again by a previous summoner.

    Mount


    The Devourer's Chaos Steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. This grants you the following abilities:
    • The mount doesn’t require a saddle.

    • The mount can carry/pull up to 750 lb’s unimpeded, or 1,000 lb’s at half its movement speed.

    • Up to two Medium creatures can ride the steed at once assuming they’re both eligible. The creatures automatically succeed a check to mount the steed if the summoner wants them to, and automatically fail a check to mount the steed if the summoner doesn’t want them to.

    • While mounted on your steed, you can:

      • Make any spell you cast that targets only you also target your steed (summoner only).

      • If you have proficiency with vehicles and the mount is in a related form (land or water for example), you can add your proficiency bonus again to any melee attack rolls (all mounted creatures).

      • Once per round, when you take the attack action, you can instead let your mount attack once more on their turn. (summoner only).

    • The steed takes shares the summoners initiative count, but it takes its turn immediately after theirs.

    • When the mount disappears, anything it was carrying falls to the ground.

    • While your steed is within 1 mile of you, you can communicate with it telepathically.

    • This steed can’t wear barding (mount armour) unless it magically alters to the shape of the steed. It also can only wear an exotic saddle (gives you advantage on any check you make to remain mounted).

    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Understands the same language as the summoner but cannot speak

    Languages & Proficiencies

    Actions



    Multiattack
    The Devourer's Chaos Steed can make two different types of the attacks on its turn, depending on what appendices it has.

    Chaos Thomp. Melee Weapon Attack:
    • d20+7 to hit, reach 10 ft. cone, multi-target.

    • Hit: 2d10+5 bludgeoning damage.

    • The target must succeed on a DC 16 Strength saving throw or be knocked prone.

    • If a creature is already prone it deals an additional 2d10 damage.


    Chaos Bite. Melee Weapon Attack:
    • d20+7 to hit, reach 5 ft., one target.

    • Hit: 2d8+5 piercing damage.

    • The target must succeed on a DC 16 Constitution saving throw or be afflicted by a curse, taking an additional 3d6 necrotic damage.

    • At the start of each turn, a cursed target must succeed on another DC 16 Constitution saving throw or take an additional 3d6 necrotic damage.

    • The curse can also be removed by a Greater Restoration spell.


    Chaotic Slash. Melee Weapon Attack:
    • d20+7 to hit, reach 5 ft., one target.

    • Hit: 2d8+5 slashing damage.

    • The target must succeed on a DC 16 Wisdom saving throw or be affected by the confusion spell for 1 minute.


    Chaotic Hold. Melee Weapon Attack:
    • d20+7 to hit, reach 15 ft., one target.

    • Hit: 1d10+5 bludgeoning damage.

    • The target must succeed on a DC 16 Strength saving throw or be grappled.

    • While grappled, the target is restrained, and the Devourer's Chaos Steed can't use this limb or appendage for other attacks.

    • At the start of each turn, the grappled target must succeed on another DC 16 Constitution saving throw or remain restrained and take an additional 1d10 bludgeoning damage.


    Chaotic Scream. Ranged Magic Attack:

    • d20+7 to hit, reach 30 ft. line, multi-target.

    • All creatures in a 30 ft. line must make a DC 16 Constitution saving throw.

    • On a failed save, they take 4d6 thunder damage and are pushed 10 ft. back. On a successful save, they take half damage and are not pushed.

    • Creatures who fail the saving throw also have disadvantage on their next attack roll or ability check due to the disorienting effects of the scream.


    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Berry Goodberry

    1 Level (0/300 XP for level-up) Pot of Awakening Background Awakened Shrub Race / Species / Heritage Lawful Good Alignment
    Small Plant
    Level 1
    Hit Dice: 1/1
    1d0+0 Class 1

    STR
    3
    -4
    DEX
    8
    -1
    CON
    11
    +0
    INT
    10
    +0
    WIS
    10
    +0
    CHA
    6
    -2
    18
    Hit Points
    -1
    Initiative (DEX)
    9
    Armor Class (AC)
    +2
    Prof. Bonus
    20
    Speed (walk/run/fly)
    10
    Passive Perception
    While the shrub remains motionless, it is indistinguishable from a normal shrub. /
    False Appearance
    Piercing /
    Damage Resistances
    Fire /
    Damage Vulnerabilities
    Spellcasting ...
    +2 Attack mod
    INT Ability
    +0 Abi Mod
    10 Save DC
    +4 Expertise Bonus
    +2 Proficiency Bonus
    -4 Strength
    -1 Dexterity
    +0 Constitution
    +0 Intelligence
    +0 Wisdom
    -2 Charisma
    saving throws
    -1 Acrobatics DEX
    +0 Animal Handling WIS
    +0 Arcana INT
    -4 Athletics STR
    -2 Deception CHA
    +0 History INT
    +0 Insight WIS
    -2 Intimidation CHA
    +0 Investigation INT
    skills
    +0 Medicine WIS
    +0 Nature INT
    +0 Perception WIS
    -2 Performance CHA
    -2 Persuasion CHA
    +0 Religion INT
    -1 Sleight of Hand DEX
    -1 Stealth DEX
    +0 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Rake +1 INT 1d4-1 slashing
     Melee Weapon Attack, reach 5 ft., one target.
    Chain of Takedown -3 STR 1d6+1-4 slashing
     Weapon (whip), very rare
    Finesse, reach (+5 ft.)

    Upon a successful hit, you may immediately attempt to trip the opponent by attempting the shove action:
    • Shove. Make an Athletics check contested by the target's Athletics or Acrobatics (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you.
    Alternatively, if the target is no more than one size larger than you and you are within reach of it, you may immediately attempt to grapple the target.
    • Grapple. Make an Athletics check contested by the target's Athletics or Acrobatics (the target chooses the ability to use). You succeed automatically if the target is incapacitated. If you succeed, you subject the target to the grappled condition.
    If the grapple succeeds, you may immediately do a constrict attack. You may also do a constrict attack as part of any future action where the target remains grappled.
    • Constrict. Melee Weapon Attack:
      • d20+5 to hit, reach 5 ft., grappled creature only.
      • Hit: 1d6+3 bludgeoning and 1d6+3 slashing damage.
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Goodberry 1 action Self Instantaneous 1d10 V, S, M
     Notes:Up to ten berries appear on Berry and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
    The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Draconic (one language known by its creator), Telepathy

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Draconic Spirit

    5 Level (0/14000 XP for level-up) Summon Background Large Dragon Race / Species / Heritage Neutral Alignment
    Dragon
    Level 5
    Hit Dice: 5/5
    1d10+3 Class 1

    STR
    19
    +4
    DEX
    14
    +2
    CON
    17
    +3
    INT
    10
    +0
    WIS
    14
    +2
    CHA
    14
    +2
    50
    Hit Points
    +2
    Initiative (DEX)
    19
    Armor Class (AC)
    +3
    Prof. Bonus
    30 ft.
    Fly 60 ft.
    Swim 30 ft.

    Speed (walk/run/fly)
    12
    Passive Perception
    Conditions = Charmed, Frightened, Poisoned /
    Immunities
    Chromatic and Metallic = Acid, Cold, Fire, Lightning, Poison / Gem = Force, Necrotic, Psychic, Radiant, Thunder
    Damage Resistances
    AC = +1 per spell slot above 5th level / HP = +10 per spell slot above 5th level
    AC & HP Bonus
    Rend attacks = half the spell’s level / (rounded down)
    Multiattack
    When you summon the dragon, choose one of its damage resistances. / You have resistance to the chosen damage type until the spell ends.
    Shared Resistances
    Equals summoners bonus /
    Proficiency Bonus (PB)
    +6 Expertise Bonus
    +3 Proficiency Bonus
    +4 Strength
    +2 Dexterity
    +3 Constitution
    +0 Intelligence
    +2 Wisdom
    +2 Charisma
    saving throws
    +2 Acrobatics DEX
    +2 Animal Handling WIS
    +0 Arcana INT
    +4 Athletics STR
    +2 Deception CHA
    +0 History INT
    +2 Insight WIS
    +2 Intimidation CHA
    +0 Investigation INT
    skills
    +2 Medicine WIS
    +0 Nature INT
    +2 Perception WIS
    +2 Performance CHA
    +2 Persuasion CHA
    +0 Religion INT
    +2 Sleight of Hand DEX
    +2 Stealth DEX
    +2 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Multiattack +0 INT
     The dragon makes a number of Rend attacks equal to half the spell’s level (rounded down), and it uses Breath Weapon.
    Rend +9 INT 1d6+4+5 piercing
     Summoner's spell attack modifier to hit, reach 10 ft., one target. + 1 per spell slot above 5th level
    Breath Weapon +0 INT 2d6 varies based on dragon type
     The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against the summoner's spell save DC (DC 20). A creature takes 2d6 damage of a type this dragon has resistance to (summoners choice) on a failed save, or half as much damage on a successful one.
    Attacks
    Senses: blindsight 30 ft., darkvision 60 ft., passive Perception 12

    Shared Resistances. When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends

    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Draconic + understands the languages of it's summoner.

    Languages & Proficiencies
    You call forth a draconic spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Draconic Spirit stat block. When you cast this spell, choose a family of dragon: chromatic, gem, or metallic. The creature resembles a dragon of the chosen family, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

    The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

    Notes


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Bigby's Hand

    10 Level (0/85000 XP for level-up) Background Race / Species / Heritage Alignment
    Object
    Level 10
    Hit Dice: 10/10
    1d0-5 Class 1

    STR
    26
    +8
    DEX
    10
    +0
    CON
    0
    -5
    INT
    0
    -5
    WIS
    0
    -5
    CHA
    0
    -5
    79
    Hit Points
    +0
    Initiative (DEX)
    20
    Armor Class (AC)
    +4
    Prof. Bonus
    60 (hover)
    Speed (walk/run/fly)
    5
    Passive Perception
    Conditions = Blinded, Charmed, Deafened, Frightened, Poisoned, Stunned, Unconscious, Exhaustion / Damage = Poison, Psychic, Thunder
    Immunities
    Spellcasting ...
    -1 Attack mod
    INT Ability
    +-5 Abi Mod
    7 Save DC
    +8 Expertise Bonus
    +4 Proficiency Bonus
    +8 Strength
    +0 Dexterity
    +0 Constitution
    +0 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +0 Acrobatics DEX
    + Animal Handling WIS
    + Arcana INT
    +8 Athletics STR
    + Deception CHA
    + History INT
    + Insight WIS
    + Intimidation CHA
    + Investigation INT
    skills
    + Medicine WIS
    + Nature INT
    + Perception WIS
    + Performance CHA
    + Persuasion CHA
    + Religion INT
    +0 Sleight of Hand DEX
    +0 Stealth DEX
    + Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Attacks

    Spell Book

    Level 5 Spells 1 slots

    NAME AB CAST RNG DUR DMG CMP #
    Clenched Fist 4d8+5
     Notes:The hand strikes one creature or object within 5 ft. of it. Make a melee spell attack ( 1d20+12 ). On a hit, the target takes force damage (+5 for Chr modifier from Elemental Affinity).
    Forceful Hand
     Notes:The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 65 ft. - 5 + 5x12 (your spellcasting ability modifier). The hand moves with the target to remain within 5 feet of it.
    Grasping Hand 2d6+12
     Notes:The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage (+12 for your spellcasting ability modifier).
    Interposing Hand
     Notes:The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Statblocks for race/species of the character.

    Dragonborn (Gem)

    Gem dragonborn partake of the heritage of gem dragons, who claim to be heirs of Sardior, the Ruby Dragon. The colors and mysterious powers of gem dragons—amethyst, crystal, emerald, sapphire, and topaz—gleam in these dragonborn’s scaled skin and course through their veins. Theirs are the wonders of the mind, the force of will, the brilliant light of insight, and the resounding echo of discovery—but also the desiccation of despair.
    ability score increase: +2 and +1 to two of your choice, or +1 to three of your choice.
    age: Standard
    alignment: Any
    Size: Medium
    speed: 30ft
    Languages: Common + one of your choice.
    race features:

    Gem Ancestry.

    You have a gem dragon ancestor, granting you a special magical affinity. Choose one kind of dragon from the Gem Ancestry table. This determines the damage type for your other traits, as shown in the table.

    Breath Weapon.

    When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

    Draconic Resistance.

    You have resistance to the damage type associated with your Gem Ancestry.  

    Psionic Mind.

    You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them.  

    Gem Flight.

    Starting at 5th level, you can use a bonus action to manifest spectral wings on your body. These wings last for 1 minute. For the duration, you gain a flying speed equal to your walking speed and can hover. Once you use this trait, you can’t do so again until you finish a long rest.

    Statblocks for companions, followers and other allies.

    Vault

    10 Level (0/85000 XP for level-up) Izzet Engineer Background Warforged Race / Species / Heritage Neutral Good Alignment
    Artificer
    Level 10
    Hit Dice: 10/10
    1d8+3 Class 1

    STR
    14
    +2
    DEX
    16
    +3
    CON
    16
    +3
    INT
    20
    +5
    WIS
    10
    +0
    CHA
    10
    +0
    110
    Hit Points
    +3
    Initiative (DEX)
    27
    Armor Class (AC)
    +4
    Prof. Bonus
    30
    Speed (walk/run/fly)
    14
    Passive Perception
    Conditions = Disease and Sleep / Don't need to eat or drink
    Immunities
    Adv. Saving throws = Poisoned / Damage = Poison & Necrotic
    Resistances
    N / A
    Vulnerabilities
    8 / 4
    Increases at 14th level.

    Infusions Known / Infused Items
    +15 per long rest (125/110)
    Also gains hit points equal to half a blocked spell's level (rounded up) plus Intelligence modifier
    /
    Not restored by healing.

    Temporary hit points
    2d6 x5 (INT modifier) / Force damage or heal on melee hit
    Arcane Jolt
    Spellcasting ...
    +9 Attack mod
    INT Ability
    +5 Abi Mod
    17 Save DC
    +8 Expertise Bonus
    +4 Proficiency Bonus
    +2 Strength
    +3 Dexterity
    +7 Constitution
    +9 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +3 Acrobatics DEX
    +0 Animal Handling WIS
    +9 Arcana INT
    +2 Athletics STR
    +0 Deception CHA
    +5 History INT
    +4 Insight WIS
    +0 Intimidation CHA
    +9 Investigation INT
    skills
    +0 Medicine WIS
    +9 Nature INT
    +4 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +5 Religion INT
    +3 Sleight of Hand DEX
    +3 Stealth DEX
    +0 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Warforge Thundercaster +12 INT 1d10+1d10+3+5 piercing
     
    • EXTRA ATTACK.
    • Ammunition (creates its own).
    • Loading.
    • Range (40/120).

    • Thunder Shot
      The firearm's primary attack unleashes a concussive burst of energy that combines force damage and thunder damage.

      On a hit, the target takes 50% thunder and 50% force damage.

    • Overcharged Resonance
      Once per battle, the warforged can choose to overcharge the Thundercaster, imbuing their shot with even greater power. This ability increases the damage of the thunder shot, making it more difficult for enemies to avoid the shot.

      An overcharged shot:
      • Increases the weapons range to 20-240 ft.
      • Lets the wielder roll at advantage.
      • Increases damage rolls to d12’s and adds an addition +2 to the attack roll ( d20+14 ) and damage rolls ( 1d12+1d12+3+5+2 ).
      • Counts as a critical on the roll of a 19 or 20.

    • Thunderous Burst
      When fired, the weapon unleashes a thunderous blast that ripples through the air. Any creature that the projectile passes within 5 ft of, must pass a Constitution saving throw (DC 17 = 8 + your Intelligence modifier + your proficiency bonus) or be deafened for 1 minute.

    • Warforged Precision
      The Thundercaster's design accounts for the unique physical attributes of warforged. It is perfectly balanced for dexterity and intelligence, allowing them to fire it using either their dexterity or intelligence modifier.
    Cogheart Reunifier +13 INT 1d8+9 slashing
     
    • EXTRA ATTACK.
    • +2 bonus to attack and damage rolls.
    • Magical.
    • Versatile.
    • Infusion = Enhanced Weapon:
      • This magic weapon grants a +2 bonus to attack and damage rolls made with it.
    • Proficiency increases at lvl 13.
    • Battle Ready = Use Intelligence instead of Strength as magical.
    Cogheart Reunifier +13 INT 1d10+9 slashing
     
    • EXTRA ATTACK.
    • +2 bonus to attack and damage rolls.
    • Magical.
    • Versatile.
    • Infusion = Enhanced Weapon:
      • This magic weapon grants a +2 bonus to attack and damage rolls made with it.
    • Proficiency increases at lvl 13.
    • Battle Ready = Use Intelligence instead of Strength as magical.
    Luminis Aegis +13 INT 1d6+9 piercing
     
    • EXTRA ATTACK.
    • You gain 15 temporary hit points after each long rest. These hit points can not be restored through healing.
    • You gain a +3 bonus to attack and damage rolls made with this magic weapon.
    • When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Alternatively, this radiant damage can be stored and used on a later hit. Up to 10d8 radiant damage can be stored at any one time.
    • When thrown, on a natural roll of 15 or higher, the force of the spear knocks Large or smaller targets prone.
    • Once per battle, as a bonus action or a reaction, you can cause the weapon to emit a burst of radiance.
      Each creature of your choice that is within 30 ft. of the weapon must make a Constitution saving throw.
      On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.
      On a successful save, a creature takes half as much damage and isn’t blinded.
      At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
    • Magical.
    • Versatile.
    • Thrown = Range (20/60).
    • Battle Ready = Use Intelligence instead of Strength as magical.
    • Infusion = Returning Weapon:
      • +1 bonus to attack and damage rolls.
      • Magical (if not already).
      • Returns to the wielder’s hand immediately after it is used to make a ranged attack.
    Luminis Aegis (V) +13 INT 1d8+9 piercing
     
    • EXTRA ATTACK.
    • You gain 15 temporary hit points after each long rest. These hit points can not be restored through healing.
    • You gain a +3 bonus to attack and damage rolls made with this magic weapon.
    • When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage. Alternatively, this radiant damage can be stored and used on a later hit. Up to 10d8 radiant damage can be stored at any one time.
    • When thrown, on a natural roll of 15 or higher, the force of the spear knocks Large or smaller targets prone.
    • Once per battle, as a bonus action or a reaction, you can cause the weapon to emit a burst of radiance.
      Each creature of your choice that is within 30 ft. of the weapon must make a Constitution saving throw.
      On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute.
      On a successful save, a creature takes half as much damage and isn’t blinded.
      At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
    • Magical.
    • Versatile.
    • Thrown = Range (20/60).
    • Battle Ready = Use Intelligence instead of Strength as magical.
    • Infusion = Returning Weapon:
      • +1 bonus to attack and damage rolls.
      • Magical (if not already).
      • Returns to the wielder’s hand immediately after it is used to make a ranged attack.
    Needle of Mending +10 INT 1d4+6 piercing
     
    • EXTRA ATTACK.
    • +1 bonus to attack and damage rolls.
    • Magical.
    • Finesse.
    • Light.
    • Thrown = Range (20/60).
    • Battle Ready = Use Intelligence instead of Strength as magical.
    Flash of Genius +5 INT
     Reaction. When you or another creature you can see within 30 ft. of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
    Unarmed strike +2 STR 1+2 bludgeoning
     
    • EXTRA ATTACK.
    • Basic attack.
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Green-flame Blade 1 action Self (5 ft Radius) Instantaneous S, M
     Notes:
    • Prepared Cantrip.
    • TRIGGERS STROX (Energy Infusion Module)
    • Make a melee attack against a creature within 5 ft. of you:
      • On a hit, the target suffers the weapon attack's normal effects + 1d8 fire damage.
      • Green fire leaps from target to a different creature of your choice that you can see within 5 ft. of it.
      • The second creature takes 1d8+4 (spellcasting modifier) fire damage.
    • DMG increases at lvl 11.
    Thorn Whip 1 action 30 ft Instantaneous 2d6 V, S, M
     Notes:
    • Prepared Cantrip.
    • Attack Roll = d20+5+4+3 (Spellcasting modifier + Proficiency + All-Purpose Tool)
    • Piercing damage.
    • If the creature is Large or smaller, you pull the creature up to 10 ft. closer to you.
    • DMG increases at lvl 11.
    Spare the Dying 1 action Touch Instantaneous V, S
     Notes:
    • Prepared Cantrip.
    • You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
    Toll the Dead 1 action 60 ft Instantaneous V, S
     Notes:
    • From Item - All-Purpose Tool.
    • Choose a cantrip that you don't know from any class list.
    • For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you.
    • Once this property is used, it can't be used again until the next dawn.
  • TRIGGERS STROX (Energy Infusion Module)
  • You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
  • The target must succeed on a Wisdom saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or take 2d8 necrotic damage.
  • If the target is missing any of its hit points, it instead takes 2d12 necrotic damage.
  • DMG increases at lvl 11.
  • Mending 1 minute Strox Instantaneous 2d6 V, S, M
     Notes:
    • From Item - Needle of Mending.
    • Repairs a single break or tear of 1 ft or less in an object you touch leaving no trace of the former damage.
    • This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
    • This spell can also be used to heal Strox.
    Produce Flame +9 1 action Self / 30 ft 10 minutes 2d8 V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • A flame appears in your hand for the spells duration.
    • It harms neither you nor your equipment.
    • The flame sheds bright light in a 10 ft radius and dim light for an additional 10 ft.
    • The spell ends if you dismiss it as an action, if you cast it again or if you attack with the flame.
    • When you cast this spell, or as an action on a later turn, you can make a ranged spell attack to hurl the flame at a creature within 30 ft. On a hit, the target takes fire damage.
    • DMG increases at lvl 11.
    Shocking Grasp +9 1 action Touch Instantaneous 2d8 V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • Advantage on the attack roll if the target is wearing armour made of metal.
    • On a hit, the target takes lightning damage and can’t take reactions until the start of its next turn.
    • DMG increases at lvl 11.

    Level 1 Spells 4 slots

    NAME AB CAST RNG DUR DMG CMP #
    Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 Round 1d6 S
     Notes:
    • Prepared Spell.
    • The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
    • You have resistance to the triggering damage type until the start of your next turn.
    • Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
    • TRIGGERS STROX (Energy Infusion Module)
    Arcane weapon 1 bonus action Self Concentration, up to 1 hour 1d6 V, S
     Notes:
    • Prepared Spell.
    • You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type:
      • Acid
      • Cold
      • Fire
      • Lightning
      • Poison
      • Thunder
    • Until the spell ends, you deal extra damage of the chosen type to any target you hit with the weapon.
    • If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.
    • As a bonus action, you can change the damage type, choosing from the options above.
    • At higher levels, concentration lasts for up to 8 hours.
    Cure Wounds 1 action Touch Instantaneous 1d8+5 V, S
     Notes:
    • Prepared Spell.
    • A creature you touch regains a number of hit points.
    • This spell has no effect on undead or constructs.
    Sanctuary 1 bonus action 30 ft 1 minute V, S, M
     Notes:
    • Prepared Spell.
    • If targeted, forces creature to change target on a failed Wisdom saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
    • Proficiency increases at lvl 13.
    Heroism 1 action Touch Concentration, up to 1 minute 5 V, S
     Notes:
    • From 'Battle Smith' sub-class.
    • A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
    • When the spell ends, the target loses any remaining temporary hit points from this spell.
    • At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
    Shield 1 reaction Self 1 round V, S
     Notes:
    • From 'Battle Smith' sub-class.
    • +5 to AC until start of next turn (including against triggering attack).
    • Also, take no damage from magic missile.
    Chaos Bolt +9 1 action 120 ft Instantaneous 2d8+1d6 V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • Damage type based on one of the d8's:
      • 1 = Acid
      • 2 = Cold
      • 3 = Fire
      • 4 = Force
      • 5 = Lightning
      • 6 = Poison
      • 7 = Psychic
      • 8 = Thunder
    • If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
    Create or Destroy Water 1 action 30 ft Instantaneous V, S, M
     Notes:
    • From 'Izzet Engineer' background.
    • You either create or destroy water.
    • Create Water:
      • You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30 ft. cube within range, extinguishing exposed flames in the area.
    • Destroy Water:
      • You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30 ft. cube within range.
    • When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 ft, for each slot level above 1st.
    Unseen Servant 1 action 60 ft 1 hour V, S, M
     Notes:
    • From 'Izzet Engineer' background.
    • This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends.
    • The servant springs into existence in an unoccupied space on the ground within range.
    • It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack.
    • If it drops to 0 hit points, the spell ends.
    • Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 ft. and interact with an object.
    • The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine.
    • Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
    • If you command the servant to perform a task that would move it more than 60 ft away from you, the spell ends.

    Level 2 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 Round 1d6 + S
     Notes:
    • Prepared Spell.
    • The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
    • You have resistance to the triggering damage type until the start of your next turn.
    • Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
    • TRIGGERS STROX (Energy Infusion Module)
    Cure Wounds 1 action Touch Instantaneous 1d8+5 + V, S
     Notes:
    • Prepared Spell.
    • A creature you touch regains a number of hit points.
    • This spell has no effect on undead or constructs.
    Enlarge Reduce 1 action 30 ft Concentration, up to 1 minute V, S, M
     Notes:
    • Prepared Spell.
    • You cause a creature or an object you can see within range (that is neither worn nor carried) to grow larger or smaller for the duration.
    • If the target is unwilling, it can make a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). On a success, the spell has no effect.
    • If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
    • Enlarge:
      • The target’s size doubles in all dimensions, and its weight is multiplied by eight.
      • This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.
      • Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size.
      • While these weapons are enlarged, the target’s attack with them deal 1d4 extra damage.
    • Reduce:
      • The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal.
      • This reduction decreases its size by one category – from Medium to Small, for example.
      • Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws.
      • The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal -1d4 less damage (this can’t reduce the damage below 1).
    Vortex Warp 1 action 90 ft Instantaneous V, S
     Notes:
    • Prepared Spell.
    • You magically twist space around another creature you can see within range.
    • Unless the target chooses to fail, they must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool), or the target is teleported to an unoccupied space of your choice that you can see within range.
    • The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
    • When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 ft. for each slot level above 2nd.
    • Proficiency increases at lvl 13.
    Web 1 action 60 ft Concentration, up to 1 hour V, S, M
     Notes:
    • Prepared Spell.
    • You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20 ft. cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
    • If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 ft.
    • Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
    • On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
    • A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
    • The webs are flammable. Any 5 ft. cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
    Branding Smite 1 bonus action Self Concentration, up to 1 minute 2d6 V
     Notes:
    • From 'Battle Smith' sub-class.
    • The next time you hit a creature with a weapon attack before this spell ends, the attack deals radiant damage to the target, which becomes visible if it is invisible.
    • TRIGGERS STROX (Energy Infusion Module)
    • The target sheds dim light in a 5 ft. radius and can’t become invisible until the spell ends.
    Warding Bond 1 action Touch, Remains within 60 ft 1 hour V, S, M
     Notes:
    • From 'Battle Smith' sub-class.
    • This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
    • While the target is within 60 ft. of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage.
    • Also, each time it takes damage, you take the same amount of damage.
    • The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 ft.
    • It also ends if the spell is cast again on either of the connected creatures.
    • You can also dismiss the spell as an action.
    Chaos Bolt +9 1 action 120 ft Instantaneous 2d8+1d6 + V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • Damage type based on one of the d8's:
      • 1 = Acid
      • 2 = Cold
      • 3 = Fire
      • 4 = Force
      • 5 = Lightning
      • 6 = Poison
      • 7 = Psychic
      • 8 = Thunder
    • If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
    Heat Metal +9 1 action 60 ft Concentration, up to 1 minute 2d8 V, S, M
     Notes:
    • From 'Izzet Engineer' background.
    • Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot.
    • Any creature in physical contact with the object takes fire damage when you cast the spell.
    • Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
    • If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    Rope Trick 1 action Touch 1 hour V, S, M
     Notes:
    • From 'Izzet Engineer' background.
    • You touch a rope up to 60 ft. long.
    • One end rises into the air until the whole rope hangs perpendicular to the ground.
    • At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    • The extradimensional space can be reached by climbing to the top of the rope.
    • The space can hold as many as eight Medium or smaller creatures.
    • The rope can be pulled into the space, making the rope disappear from view outside the space.
    • Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3 ft x 5 ft window centered on the rope.
    • Anything inside the extradimensional space drops out when the spell ends.

    Level 3 Spells 3 slots

    NAME AB CAST RNG DUR DMG CMP #
    Absorb Elements 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 Round 1d6 + S
     Notes:
    • Prepared Spell.
    • The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
    • You have resistance to the triggering damage type until the start of your next turn.
    • Also, the first time you hit with a melee attack on your next turn, the target takes extra damage of the triggering type, and the spell ends.
    • TRIGGERS STROX (Energy Infusion Module)
    Cure Wounds 1 action Touch Instantaneous 1d8+5 + V, S
     Notes:
    • Prepared Spell.
    • A creature you touch regains a number of hit points.
    • This spell has no effect on undead or constructs.
    Haste 1 action 30. ft Concentration, up to 1 minute V, S, M
     Notes:
    • Prepared Spell.
    • Choose a willing creature that you can see within range. Until the spell ends:
      • the target’s speed is doubled
      • it gains a +2 bonus to AC
      • it has advantage on Dexterity saving throws
      • and it gains an additional action on each of its turns - the action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
    Revivify 1 action Touch Instantaneous V, S, M
     Notes:
    • Prepared Spell.
    • You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
    Elemental Weapon 1 action Touch Concentration, up to 1 hour V, S
     Notes:
    • Prepared Spell.
    • A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
    • At Higher Levels. When you cast this spell using a spell slot of 5th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 .
    Branding Smite 1 bonus action Self Concentration, up to 1 minute 2d6 + V
     Notes:
    • From 'Battle Smith' sub-class.
    • The next time you hit a creature with a weapon attack before this spell ends, the attack deals radiant damage to the target, which becomes visible if it is invisible.
    • TRIGGERS STROX (Energy Infusion Module)
    • The target sheds dim light in a 5 ft. radius and can’t become invisible until the spell ends.
    Aura of Vitality 1 action Self (30 ft. radius) Concentration, up to 1 minute 2d6 V
     Notes:
    • From 'Battle Smith' sub-class.
    • Healing energy radiates from you in an aura with a 30 ft. radius.
    • Until the spell ends, the aura moves with you, centered on you.
    • You can use a bonus action to cause one creature in the aura (including you) to regain hit points.
    Conjure Barrage 1 action Self (60 ft. radius) Instantaneous 3d8 V, S, M
     Notes:
    • From 'Battle Smith' sub-class.
    • You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear.
    • Each creature in a 60 ft. cone must succeed on a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). A creature takes damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.
    Chaos Bolt +9 1 action 120 ft Instantaneous 2d8+1d6 + V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • Damage type based on one of the d8's:
      • 1 = Acid
      • 2 = Cold
      • 3 = Fire
      • 4 = Force
      • 5 = Lightning
      • 6 = Poison
      • 7 = Psychic
      • 8 = Thunder
    • If numbers the same, the chaotic energy also targets a different creature of your choice within 30 ft of it (reroll everything for new attack).
    Heat Metal +9 1 action 60 ft Concentration, up to 1 minute 2d8 + V, S, M
     Notes:
    • From 'Izzet Engineer' background.
    • Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armour, that you can see within range. You cause the object to glow red-hot.
    • Any creature in physical contact with the object takes fire damage when you cast the spell.
    • Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
    • If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    Call Lightning +9 1 action 120 ft. Concentration, up to 10 minutes 3d10 V, S
     Notes:
    • From 'Izzet Engineer' background.
    • TRIGGERS STROX (Energy Infusion Module)
    • A storm cloud appears in the shape of a cylinder that is 10 ft. tall with a 60 ft. radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
    • When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 ft. of that point must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool).
    • A creature takes lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
    • If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10 .
    • Proficiency increases at lvl 13.
    Elemental Weapon +9 1 action Touch Concentration, up to 1 hour V, S
     Notes:
    • From 'Izzet Engineer' background.
    • A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
    • TRIGGERS STROX (Energy Infusion Module) IF OWN WEAPON
    • At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4 . When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4 .
    Glyph of Warding +9 1 hour Touch until dispelled or triggered
     Notes:
    • From 'Izzet Engineer' background.
    • When you cast this spell, you inscribe a glyph that creates a magical effect triggered by other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 ft. in diameter. If the surface or object is moved more than 10 ft. from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
    • The glyph is nearly invisible and requires a successful Investigation check against your spell save DC (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool) to be found.
    • You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
    • You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
    • When you inscribe the glyph, choose explosive runes or a spell glyph.
      • Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 ft. radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw (DC 20 = 8 + your Intelligence modifier + your proficiency bonus +3 from All-Purpose Tool). A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
      • Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
    • TRIGGERS STROX (Energy Infusion Module)
    • At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
    • Proficiency increases at lvl 13.

    Background


    Urban Infrastructure


    The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture- primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.

    You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions.

    Izzet Guild Spells


    For you, the spells on the Izzet Guild Spells table are added to the spell list of your spellcasting class.

    Race


    Constructed Resilience


    You were created to have remarkable fortitude, represented by the following benefits:
    • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.

    • You don’t need to eat, drink, or breathe.

    • You are immune to disease.

    • You don't need to sleep, and magic can't put you to sleep.

    Sentry's Rest


    When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

    Integrated Protection


    Your body has built-in defensive layers, which can be enhanced with armor.
  • You gain a +1 bonus to Armor Class.

  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you must remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.

  • While you live, your armor can't be removed from your body against your will.


  • Specialized Design


    You gain one skill proficiency and one tool proficiency of your choice.

    Darkvision (agreed with DM)


    Up to 60 ft.

    Class


    Magical Tinkering


    At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
    • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

    • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

    • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

    • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

    The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

    You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Infuse Item


    At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

    Infusions Known


    When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

    Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

    Infusing an Item


    Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

    You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

    If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

    The Right Tool for the Job


    At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

    Tool Expertise


    At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius


    At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

    You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

    Magic Item Adept


    When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

    • You can attune to up to four magic items at once.
    • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


    Sub-Class - Battle Smith


    Battle Ready


    When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
    • You gain proficiency with martial weapons.

    • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

    Steel Defender


    By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

    In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

    If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

    At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

    Extra Attack


    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

    Arcane Jolt


    At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
    • The target takes an extra 2d6 force damage.

    • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

    You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

    Features & Traits

    Equipped/Backpacked items


    Armour: Breastplate Armour of Necrotic resistance (based on Armour of Resistance), Izzet Dynamo Guard (+5 AC):
    The Izzet Dynamo Guard is a remarkable shield that epitomises the ingenuity and exuberant experimentation of the Izzet League's engineers. Forged in the heart of the Izzet laboratories, this shield is a fusion of elemental energy and technological brilliance, a testament to the League's mastery of arcane science.

    The surface of the shield is a shimmering blend of metallic and crystalline components, reflecting the Izzet's affinity for both mechanical constructs and elemental forces. Arcane conduits intertwine with elemental sigils across its surface, and within the core of the shield lies a multifaceted gemstone that radiates a pulsating, vibrant energy. When the shield is wielded, arcs of elemental power dance along its edges, casting vivid hues of elemental energy.

    Abilities/Features:
    • This is a +3 shield (+5 to AC).

    • The shield also acts as half cover against ranged attacks adding +2 bonus to AC and Dexterity saving throws.

    • The shield resonates with the elemental currents that flow through the Izzet League's experiments. When the wielder successfully blocks an incoming spell attack, the shield harnesses the energy, granting the wielder temporary hit points equal to half the spell's level (rounded up) plus their Intelligence modifier.

    • The shield's intricate design embodies the Izzet League's innovative spirit. When the wielder casts a spell, they can expend their reaction to gain advantage on the spell attack roll or add 2 to the spell's save DC.

    • If the user is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

    • Once per battle a hover mode can be activated on the shield granting all the above benefits, but freeing the wielders off-hand up to be used for other actions.

    • Infusion = Repulsion Shield:
      • A creature gains a +1 bonus to Armor Class while wielding this shield.

      • The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

    Weapons: Cogheart Reunifier (Longsword+2), Needle of Mending, Warforge Thundercaster
    Consumables: 6x Superior healing potion ( 8d4+8 )
    Ioun Stones: Leadership (+2 CHA), Protection (+1 AC)
    Other: Ring of Intellect (Intelligence +2), Portable Hole, Amulet of the Temporal Expanse:
    Only attuned to one person. To use the amulet requires 1 minute of interrupted concentration.

    While wearing this amulet, you can use an action to cast the [Plane Shift](http://dnd5e.wikidot.com/spell:plane-shift) spell once per day without having to do an Intelligence check.

    If you form a circle by linking arms with a maximum of 8 willing creatures, this collective effort will allow all of you to teleport to the Temporal Expanse (requires at least 3 people in the circle).

    Tools: (act as focus for spells) All-Purpose Tool (very rare, +3), Forgeheart's Portable Smithing Station (Forge):
    Once during a long rest, the user can either:

    • Fix a metal item
      Roll a d20 (adding proficiency bonus if proficient in blacksmithing tools). On a 5 or higher, the broken item returns to it’s original form. A fixed item can be enhanced straightaway during the same long rest.

    • Enhance a metal item
      Roll a d20 (adding proficiency bonus if proficient in blacksmithing tools). On an 11 or higher, add 1 to the armour class or attack and hit rolls of one metal item. On a 19 or 20, add 2 instead and, if a weapon add one random property to the item.

    • Melt a weapon or armour
      Melt one item down in to it’s raw components.

    • Create a metal item

    • With the equivalent weight of metal of an item, the user can create a new armour or weapon with the following base statistics:
      | Metal | Base Armour Class | Base Weapon Attack & Damage |
      | Tin | 12 | 0 |
      | Lead | 12 | 0 |
      | Brass | 13 | 0 |
      | Copper | 14 | 0 |
      | Bronze | 15 | 1 |
      | Iron | 16 | 1 |
      | Steel | 17 | 1 |
      | Silver | 17 | 1 |
      | Electrum | 18 | 1 |
      | Gold | 19 | 2 |
      | Platinum | 20 | 3 |
      | Mithral | 22 | 4 |
      | Adamantine | 25 | 5 |

      Once created, roll a d20 (adding proficiency bonus if proficient in blacksmithing tools). On a 11 or higher, the item receives +1 to the armour class, attack roll or hit roll and is considered magical (if not already). On a 19 or 20, add 2 instead and, if a weapon add one random property to the item.

    Any crafted item can be sold for a minimum of 1.1x and a maximum of 2x the cost of the ore.


    Izzet Equipment:
    • an Izzet insignia

    • the charred and twisted remains of a failed experiment

    • a hammer

    • a block and tackle

    • a set of common clothes

    • a pouch containing 5gp

    Dungeoneer's pack:
    • a backpack

    • a crowbar

    • a hammer

    • 10 pitons

    • 10 torches

    • a tinderbox

    • 50 feet of hempen rope

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money

    Cantrips Known


    3
    Increases at 14th level.

    Prepared Spells


    10
    Intelligence modifier + half your artificer level, rounded down (minimum of one spell)
    Increases at 12th level.

    Spell save DC


    8 + proficiency bonus + spellcasting modifier (normally Intelligence)

    Spell attack modifier


    proficiency bonus + spellcasting modifier (normally Intelligence)
    Spellcasting
    Armour: Light, Medium, Shields
    Weapons: Simple, Martial, Firearms
    Tools: All tools***** - also proficiency x2 due to 'Tool Expertise'
    Show spoiler
    Cook's utensils*, Mason's tools**, Thieves' tools***, Tinker's tools***, Leatherworker's tools***, Smiths tools****

    Languages: Common, Undercommon, Goblin

    *Background
    **Race
    ***Class
    ****Sub-Class
    *****Equipment

    Languages & Proficiencies
    I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension.

    Personality Traits
    Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful)

    Ideals
    I would do anything my master told me to do.

    Bonds
    I'm incapable of admitting a flaw in my logic

    Flaws
    Built originally as an assistant to a goblin Izzet Engineer named Strox, Vault absorbed a blend of arcane proficiency, building prowess and mechanical expertise which, with his new found freedom, he plans to channel into his own crafting while navigating the complexities of a world filled with diverse cultures and challenges. In his pursuit of personal growth and honouring Strox's legacy, Vault has built his own assistant (Strox II) and continues to uncover hidden truths about his own nature, all while grappling with questions of identity and purpose. This journey of discovery and resilience is shaping him into a multidimensional character who seeks both justice and self-realisation on his path of adventuring.

    Backstory
    Returning Weapon
    Item: A simple or martial weapon with the thrown property
    This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

    Enhanced Defense ✅
    Item: A suit of armour or a shield
    A creature gains a +1 bonus to Armor Class while wearing (armour) or wielding (shield) the infused item.
    The bonus increases to +2 when you reach 10th level in this class.

    Enhanced Weapon
    Item: A simple or martial weapon
    This magic weapon grants a +1 bonus to attack and damage rolls made with it.
    The bonus increases to +2 when you reach 10th level in this class.

    Radiant Weapon
    Prerequisite: 6th-level artificer
    Item: A simple or martial weapon (requires attunement)
    • +1 bonus to attack and damage rolls.
    • Magical (if not already).
    • Bonus action to shed bright light 30 ft radius, dim light additional 30 ft.
    • Reaction (immediately after being hit by an attack): expend 1 charge and cause attacker to be blinded until the end of the attacker's next turn, unless attacker succeeds on Constitution saving throw (DC 17 = 8 + your Intelligence modifier + your proficiency bonus).
    • Regains 1d4 expended charges daily at dawn.


    Repeating Shot
    Item: A simple or martial weapon with the ammunition property (requires attunement)
    This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.
    If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

    Enhanced Arcane Focus
    Item: A rod, staff or wand (requires attunement)
    While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

    The bonus increases to +2 when you reach 10th level in this class.

    Repulsion Shield
    A creature gains a +1 bonus to Armor Class while wielding this shield.

    The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

    Replicate Magic Item = Hood of Disguise
    While wearing this hood, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hood is removed.

    Infusions


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Strox II

    10 Level (0/85000 XP for level-up) Steel Defender Background Artificer Construct Race / Species / Heritage True Neutral Alignment
    Goblin Construct
    Level 10
    Hit Dice: 10/10
    1d8+2 Class 1

    STR
    16
    +3
    DEX
    12
    +1
    CON
    14
    +2
    INT
    4
    -3
    WIS
    10
    +0
    CHA
    6
    -2
    57
    Hit Points
    +1
    Initiative (DEX)
    15
    Armor Class (AC)
    +4
    Prof. Bonus
    40
    Speed (walk/run/fly)
    10
    Passive Perception
    Conditions = Charmed, Exhaustion, Poisoned / Damage = Poison
    Immunities
    N / A
    Resistances
    N / A
    Vulnerabilities
    2 + Vault's Intelligence modifier + five times Vault's artificer level /
    Hit Points
    2d6 x5 (Vault INT modifier) / Force damage or Heal on melee hit
    Arcane Jolt
    Spellcasting ...
    +1 Attack mod
    INT Ability
    +-3 Abi Mod
    9 Save DC
    +8 Expertise Bonus
    +4 Proficiency Bonus
    +3 Strength
    +5 Dexterity
    +6 Constitution
    -3 Intelligence
    +0 Wisdom
    -2 Charisma
    saving throws
    +1 Acrobatics DEX
    +0 Animal Handling WIS
    -3 Arcana INT
    +7 Athletics STR
    -2 Deception CHA
    -3 History INT
    +0 Insight WIS
    -2 Intimidation CHA
    -3 Investigation INT
    skills
    +0 Medicine WIS
    -3 Nature INT
    +8 Perception WIS
    -2 Performance CHA
    -2 Persuasion CHA
    -3 Religion INT
    +1 Sleight of Hand DEX
    +1 Stealth DEX
    +0 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Force-Empowered Rend (AB) +9 INT
     Melee Weapon Attack: Vault's spell attack modifier to hit, reach 5 ft., one target Vault can see.

    Can trigger as a reaction to Vault doing acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage on their turn.
    Force-Empowered Rend (Dmg) +0 INT 1d8+4 force
     Hit: 1d8 + proficiency bonus (min = 1d6+4 , max = 1d10+4 ). Increases at level 13.

    If used as a reaction, replace damage type with Vault's triggering damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder).
    Precise Crossbow Heavy crossbow +1. +6 DEX 1d10+1+1 piercing
     Ammunition (range 100/400), heavy, loading, two-handed, magical

    With this weapon, you can fire up to two bolts at once and hit up to two targets, that are within 10 ft. of each other (multi-shot). If the first bolt hits, use d20+2 as the attack roll for the second bolt.

    As a bonus action or as a ready action, you may spend extra time focusing on a target within the sight. When doing this, you have advantage on ranged attack rolls against the target for the next action with this weapon and you deal 2d6 additional piercing damage on hit (for multi-shot ability, apply damage only to the first bolt that hits).
    Parry Blade (shortsword +1 & enhanced +1) +9 STR 1d6+2+3 piercing
     Finesse, light, min = 1d4+2+3 , max = 1d8+2+3

    For every successful attack, you can hit with two attacks, or replace one of these attacks with the ‘Help’ action to do any of the following:
    • Slide the blade past an opponent's guard (reduces the target’s armour class by 2 for the next attack).
    • Deflect an attack (impose disadvantage on the opponents next attack).
    • Parry an attack (add your dexterity bonus to the armour class of the opponents target for their next attack).
    When you score a critical hit with a melee weapon or reduces a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.

    Additionally, before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, add 10 to any damage rolls.
    Handaxe +7 STR 1d6+3 slashing
     Light, range (20/60), thrown, min = 1d4+2 , max = 1d8+2
    Unarmed strike +3 STR 1+3 bludgeoning
     Basic attack, max = 1d4+2
    Attacks

    Spell Book

    Cantrips

    NAME AB CAST RNG DUR DMG CMP #
    Repair 1 action Self Instantaneous 2d8+3 3
     Notes:The magical mechanisms inside the defender restore 2d8 + proficiency bonus hit points to itself or to one construct or object within 5 ft of it. Proficiency bonus increases at lvl 9,

    Background


    In combat, the defender shares Vault's initiative count, but it takes its turn immediately after Vault. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless Vault take a bonus action on his turn to command it to take another action. That action can be one in its stat block or some other action. If Vault is incapacitated, the defender can take any action of its choice, not just Dodge.

    If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, Vault can use his smith's tools as an action to revive it, provided he is within 5 ft of it and can expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

    At the end of a long rest, Vault can create a new steel defender if he has smith's tools with him. If he already has a defender from this feature, the first one immediately perishes. The defender also perishes if Vault dies.

    Abilities


    Darkvision


    Up to 60 ft.

    Vigilant


    The defender can’t be surprised.

    Reaction


    Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 40 ft. (increased from 5 ft. due to Evasive Matrix) of it, provided the attack roll is against a creature other than the defender.

    Features & Traits

    Equipped/Accessible items


    Weapons: Battleaxe, Hand Axe, Heavy Crossbow and 35 bolts
    Consumables: 2x Potion of Healing (Common, 2d4+2 ) & 4x Superior healing potion ( 8d4+8 )
    Ioun Stones: Strength (+2 STR)

    Steel Defender Upgrade Modules


    Resizing Spherule


    This small spherical device bears intricate engravings and is imbued with the power to manipulate the size of an artificer's steel defender. When not in the heat of battle, anyone can activate the Resizing Spherule by pressing the relevant button which then emits a soft hum and glows with a faint arcane light. The buttons are as follows:

    • Red = Grow

      • The size of the defender becomes Large and any weapons grow to match its new size.

      • They have advantage on Strength checks, Strength saving throws and Strength based attack rolls.

      • All melee & thrown hit dice go up a size (max d12).

      • Their max hit points increase by 10.

      • They have disadvantage on Performance, Stealth and Sleight of Hand checks.

    • Green = Shrink

      • The size of the defender becomes Tiny and any weapons shrink to match its new size.

      • They have disadvantage on Strength checks, Strength saving throws and Strength based attack rolls.

      • All melee & thrown hit dice go down a size (min d4).

      • Their max hit points decrease by 10.

      • They have advantage on Performance, Stealth and Sleight of Hand checks.

    • Yellow = Reset

    • The yellow button returns the steel defender to their original size. If the steel defender is engaged in combat, a timer starts which causes an automatic reset after 1 hour.

    Energy Infusion Module


    The Energy Infusion Module manifests as a specialised upgrade, taking the form of a meticulously crafted, twelve-sided geometric prism. This module enhances the artificer's control over their steel defender's offensive capabilities, allowing them to add matching elemental energy to their attacks if their artificer caused damage of a certain type on their previous turn.

    If the artificer caused acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage on their turn, the Steel Defender can spend their reaction to immediately do a rend attack. If successful, the force damage is replaced with the equivalent damage type dealt by the artificer. If multiple damage types were caused, the artificer chooses which one to add.

    Evasive Matrix


    The Evasive Matrix appears as a network of delicate etchings and intricately interwoven gears, all encased in a compact, metallic housing. When seamlessly integrated into the steel defender, the module aligns with the creature's internal systems, enhancing its reflexes and expanding the scope of its protective capabilities.

    With the Evasive Matrix upgrade, the steel defender's Deflect Attack ability is amplified to cover a radius of it's movement speed.

    Analytical Processor


    The Analytical Processor represents the pinnacle of artificer innovation, a precisely crafted triangular microchip that seamlessly integrates into the steel defender's framework to improve the guardian's cognitive extension.

    This upgrade gives the steel defender the ability to analyse one opponent at the start of battle to learn any immunities, resistances or vulnerabilities.

    In addition, the steel defender gains proficiency in all weapons that their artificer is proficient in, and also one armour type of the artificer’s choosing.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages: Understands the languages of Vault (Common, Undercommon, Goblin)
    Weapons: Simple, Martial, Firearms (same as Vault due to Analytical Processor)
    Armour: Heavy (due to Analytical Processor)

    Languages & Proficiencies

    Personality Traits


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Loot

    Money



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    1,600 cp - Portal Hole



    172 sp - Bag of Holding
    20 ep - Bag of Holding
    111 gp - Bag of Holding
     

    Non-Standard Equipment


     

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    Vault


    Lion pelt scarf with hood (hand-made) [equipped]
    Leather Boots (Medium) [equipped]
    Longsword +1



     

    Strox II


    Leather Boots (Small) [equipped]
    Cloak (wafts of Necromancy) [equipped]
     

    Alixian


    Shield of the Summer Eladrin (+3 AC) - Bag of Holding
    Small Axe on a Chain - Bag of Holding
    • Weapon (handaxe), very rare

    • The chain axe is a handaxe +1 with a chain attached to its pommel.

    • The axe is abnormally small. When you attack an enemy, they must succeed on a Wisdom saving throw, with a DC equal to 13 plus your wisdom modifier. On a failure, they underestimate your ability to do damage with this axe, and you gain an additional +2 to hit.

    • If thrown 30 ft. or less, as a bonus action, you may pull the chain of the axe, causing it to return to your hand if the path between you and the axe is unobstructed.

    Lamannian Oak Staff - Bag of Holding
    • Melee weapon, Versatile, spellcasting focus, common (requires attunement)

    • An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.

    • When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.

     

    Devron



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    Voidcore Containment Transporter (VCT)



    Tiny House
    Ioun stone of Agility (Deep red sphere)
    • Your Dexterity score increases by 2, to a maximum of 20.

     

    Non-Standard Loot



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    Abracadabrus - Portable Hole



    Ioun stone of Greater Absorption (Pearly white spindle) - Bag of Holding
    • You regain 15 hit points at the end of each hour, provided that you have at least 1 hit point.

    Scroll Ashes - Bag of Holding
    Ilsidahur sigil - Bag of Holding
    Cleaning Products - Bag of Holding
    Garroting rope (5 ft.) - Bag of Holding
    Abyss star chart - Bag of Holding
    Shadowfell star chart - Bag of Holding
    Sandstone statue* - Bag of Holding
     

    Standard Equipment/Loot


    Light Crossbow and 20 bolts - Bag of Holding
    Arcane focus - Bag of Holding
    Scibblings of a mad man (written in Elvish) - Bag of Holding

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    Battleaxe - Portable Hole (Rainbow Bag)




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    Handaxe - Portable Hole (Rainbow Bag)




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    Heavy Crossbow x2 - Portable Hole (Rainbow Bag)



    Lock Box (Bag of Holding) - contains:
    A small, finely crafted bag contains an assortment of valuable jewels.
    • Moonstone Amulets (x3): Estimated value is 90 to 450 gold pieces (30 to 150 each)

    • Bloodfire Rubies (x2): Estimated value is 100 to 500 gold pieces (50 to 250 each)

    • Starfire Sapphire (x1): Estimated value is 75 to 200 gold pieces.

    • Mithral Chain (x1): Estimated value is 150 to 400 gold pieces.

    • Draconic Opal (x1): Estimated value is 250 to 600 gold pieces.

    • Firestar Diamond (x1): Estimated value is 300 to 1,000 gold pieces.

    • The bag itself is also finely crafted and has an estimated value of 10 to 25 gold pieces (total estimated value equals 975 to 3,175 gold pieces).

    50 gp of loose gemstones (×9; worth 450 gp total):
    • Moonstone x2 (translucent white with pale blue glow)

    • Onyx x1 (opaque bands of black and white, or pure black or white)

    • Sardonyx x2 (opaque bands of red and white)

    • Quartz x1 (transparent white, smoky gray, or yellow)

    • Zircon x1 (transparent pale blue-green)

    • Star rose quartz x1 (translucent rosy stone with white star-shaped center)

    • Chrysoprase x1 (translucent green)

    A small, tattered bag containing soul gems.
    • Green Soul Gems (x29)

    • Purple Soul Gems (x9)

     

    Consumables


     

    Food


    Rations x13 days - Bag of Holding
    Eladrin Cuisine - (Rare and exotic fruits, vegetables, and herbs, as well as fine wines and elixirs. Equivalent to 5 days of rations) - Bag of Holding

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    Wyvern Meat x36 (144 lbs) - Portable Hole



     

    Potions


    1x transparent liquid with a fingernail floating in it* - Bag of Holding
    1x Potion of Poison - Bag of Holding
    1x Potion of Resistance (Poison) - Bag of Holding
    1x Philter of Love (charm potion) - Bag of Holding
    1x Potion of Growth - Bag of Holding
    1x Oil of Sharpness - Bag of Holding
    1x Holy Water (flask) - Bag of Holding
    Bag of beans x10 - Bag of Holding
    3x Wizard scrolls*, 1 from mountain, 2 from library (can't identify as language not known) - Bag of Holding
     

    Tools & Materials


     

    Tools



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    Cook's utensils - Portable Hole (Rainbow Bag)




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    Leatherworker's tools - Portable Hole (Rainbow Bag)




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    Mason's tools - Portable Hole (Rainbow Bag)




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    Smiths tools - Portable Hole (Rainbow Bag)




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    Thieves' tools - Portable Hole (Rainbow Bag)




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    Tinker's tools - Portable Hole (Rainbow Bag)



     

    Nalfeshnee


    Nalfeshnee Eye (x2) - Bag of Holding
     

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    Barbed Devil


    Barbed Devil Barb x3 - Portable Hole
    Barbed Devil Hide x1 - Portable Hole



     

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    Wyvern


    Wyvern Claws x1 - Portable Hole
    Wyvern Teeth x4 - Portable Hole
    Wyvern Wing Skin x1 - Portable Hole
    Wyvern Stinger x1 - Portable Hole



     

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    Hezrou


    Hezrou Blood (5 vials) - Portable Hole
    Hezrou Meat x43 - Portable Hole



     

    Shoosuva


    Shoosuva Spike x1 - Bag of Holding
    Shoosuva Poison Gland x1 - Bag of Holding
     

    Vampiric Mist


    Vampiric Mist Blood (1 flask) - Bag of Holding
     

    Gnoll Witherling


    Gnoll tooth x 1 - Bag of Holding
     

    Skeleton


    Bone Dust x2 - Bag of Holding
     

    Other


    1 crude stone dagger with a bone hilt, wrapped in leather - Bag of Holding
    Zombie head (dead) - Bag of Holding
    Corpse flower cuttings - Bag of Holding
     

    Story Items


    Map of mountains - Bag of Holding
     
    *Unidentified

    Created by

    DicotaPresario.

    Statblock Type

    Character Sheet (latest)

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